Review by Mike “Scout” Gust
The Path
Developer Tale of Tales
Publisher Tale of Tales
Released March 18, 2009
Available for PC (version reviewed)/MAC
Verdict: 4/5 Thumbs Up
“I soon came to realize that this was not your typical video game. In fact, it can reasonably be argued that it’s not a video game at all though I would claim it is. Most games take you by the hand and teach you how to play them. You learn by a simple method of positive and negative reinforcement. Lessons learned, you play, you overcome, you win. In The Path you really don’t win though there are a few objectives you can meet. This is a game made by a pair of very unlikely game developers, one of which has actually admitted on his own forum to not liking video games very much. So what do we have here? What does a game look like that was made by someone like this?“
On March 18, 2009, Tale of Tales, a two-person Belgian indie game development company, released a video game called The Path. It’s basically an updated version of Little Red Riding Hood in which you play, one at a time, six separate sisters, ages 9 through 19, as they make their way through a forest to Grandmother’s house. The girl’s names are Robin (age 9), Rose (age 11), Ginger (age 13), Ruby (age 15), Carmen (age 17), and Scarlet (age 19). Each girl is a complete and separate personality unto herself, one innocent, another fatalistic, one lonely, another sexually curious, one dreamy, and another wise beyond her years. You begin the game in a red room where the girls are patiently waiting their turn to take the journey to Grandmother’s house. Run your cursor over one of the girls and click. A corked bottle drops into a basket and you are on your way. You leave a modern city and take a highway to where the pavement ends and a dirt path begins. A dark forest looms on either side, and as you start down the path, hand scrawled letters appear over the girl’s head instructing you to go straight to Grandmother’s house and to stay on the path. The first time I played I hurried along the path until I came to a small cottage surrounded by a deep moat. When I entered the cottage I found that I couldn’t explore any of the rooms. I could only progress by clicking my mouse or tapping a key to move along a predetermined route. A few uneventful minutes later I came to Grandmother’s bedroom. She lay in her bed, a skinned and mounted wolf standing silent sentry nearby. My character crawled into bed and the scene faded. The game informed me that I had failed, then sent me back to the red waiting room to try again. I picked the same girl, and this time , instead of heading for Grandmother’s house, I veered off into the woods. Obviously I needed to ignore warnings if I wanted to succeed in The Path.
I soon came to realize that this was not your typical video game. In fact, it can reasonably be argued that it’s not a video game at all though I would claim it is. Most games take you by the hand and teach you how to play them. You learn by a simple method of positive and negative reinforcement. Lessons learned, you play, you overcome, you win. In The Path you really don’t win though there are a few objectives you can meet. This is a game made by a pair of very unlikely game developers, one of which has actually admitted on his own forum to not liking video games very much. So what do we have here? What does a game look like that was made by someone like this?
For one thing, there is no real map, at least not for most of the game. Every minute or so a screen fades in under the game that appears to be a map. It marks your current location with a star and shows your progress as a serpentine trail of dotted lines. There are no real landmarks on this map. It’s not really a map at all for the simple reason that there is no game space to map. You have three main locations, the waiting room, the forest, and Grandmother’s house. That is it. And of those setting you can only explore the forest. And this is not your normal, run-of-the-mill game forest either. It is flat and heavily treed, making it impossible to see where you are or gain a vantage point. Though it’s beautiful, it’s not at all pristine. There is a burnt-out hulk of a car in there, an old TV with a broken screen, a frayed upholstered chair, a shopping cart, a single brick wall standing in a drift of spent bullet casing, a line of power poles that begin and end in a small meadow and so on. There are also a set of larger locations, among them the aforementioned meadow, as well as a graveyard, a fog covered lake, a spooky playground, a camp and an amphitheater. And these places appear to move around the forest with you. Try navigating in a straight line. Go on. Try. You’ll find yourself exiting the map on one side and immediately reentering it on the other. It’s as if the game space has been wrapped around a sphere that you circumnavigate endlessly. Think of it as a tiny planet, with the forest as the ocean and the main locations as continents continually adrift. Only at the end of the game are you able to make sense of things but here we encounter dragons and matters of spoilers and so no more about that.
There are a couple of in-game ways out of this forest. One way is to find your way back to the path. But if you have strayed too far into the woods the path will disappear. The only way back is to stand still and wait until a little girl in a white dress appears, takes your hand and leads you back. Once back on the path look for a sort of telephone booth. Approach it and whichever girl you are playing will pick up the receiver and talk. Fade out and you’re back to the red room.
The other way out is to find your wolf.
After all, what would any self-respecting Red Riding Hood story be without a wolf? Or, in this case, six wolves.
Each wolf is specific to a girl and once she encounters it, she triggers a cut scene. As the cut scene unfolds you watch helplessly as each girl interacts with her wolf. Though these interactions aren’t particularly graphic they are disturbing. One girl shares a cigarette with a handsome but menacing hunk in his mid-twenties. Another sits down at a campfire and shares a beer with a young lumberjack. Another girl encounters a ghostly being deep in the forest. One girl actually meets up with a real wolf, or something that looks like a wolf though it doesn’t act like one. At the finale of each wolf encounter the game delivers a series of flash cuts too fast to follow, then dumps the girl on the dirt path in front of Grandmother’s house in the pouring rain. It’s obvious something traumatic has happened but we never really see what. We have only our own imaginations to fall back on. We have only our own fears and expectations. We are confronted with a mind set. Our own. And it is not pretty.
Depending on how many objects each girl has discovered before she meets her wolf, once you enter Grandmother’s house you visit a set of secret rooms, each more frightening, lurid, and nightmarish than the last. There are submerged rooms, rooms where gravity ceases to exist, rooms where saw blades whir, and huge trees sprout from beds like gigantic phalluses. The game then throws up a kind of score screen telling you if you have succeeded or failed, how many objects you have found, how far you have traveled and which major location you have discovered. If you have succeeded, i.e. found the girl’s wolf, you get a grade, usually a B or C, sometimes an A, depending on how persistent you were. You then return to the waiting room, choose one of the remaining girls and start all over again.
The graphics in The Path are childish, haunting and beautiful, spare and tremendously powerful. Scrawled pictographs flash on and off the screen. At places, especially in the house, the visuals nearly dissolve into a fog. Shafts of golden light penetrate violet hued shadows. Images are layered one upon the other, creating a dream-like, nearly visionary effect reminiscent of the French Post Impressionist and Symbolist, Odilon Redon. The audio is credited to Jarboe of Swans fame and Kris Force. There are no words just a hypnotic and eerie sound track with chittering voices, gasps of pain and pleasure, wolf growls, and ambient sound. Like the artwork, the audio has a shifting, veil-like quality. Text looks to be hand drawn, calligraphic. The animations are simple but effective and each girl has a very unique and specific gait. The whole package is at once crude and elegant, low budget and high art.
This then is what a game looks made by someone who claims not to like video games. Actually I think that claim is a deflection. Actually I think Michael Samyn does like video games. He and his partner, Auriea Harvey, just don’t like the same old, same old. Through most of the game, Harvey and Samyn cheerfully frustrate your expectations. They scatter white flowers through the forest and let you pick them and the game keeps score but there appears to be practically no point to this. You must find objects like a diamond, a knife, a mask, skull or flower. Some objects are in plain sight such as a building or a car. Others are harder to find and most, though not all, can be found only by a specific girl. Once you locate an object it will go into your “basket” a kind of crude inventory consisting of a grid marked off into of thirty-six squares. You can’t use these objects really, can’t combine them or throw them or use them to buy anything. As you progress through the chapter the devs eventually give you a map marker in the form of a white claw at the edge of the screen to indicate the location of each wolf. Head toward the claw and you’ll go straight to the wolf and an abrupt end of the chapter. In fact, once you have the claw marker you can enter the forest and make directly for the wolf if you want to. It’s like The Path does not care if you play it or not. That’s not true actually but it is up to you to you to fill in the blanks, to hunt for hidden objects, to explore the forest and figure out the narrative on your own.
Yes, there is a narrative of sorts in the form of interior monologues. Find an object or a major location and you’ll get the current girl’s comment in the form of a little koan. This is a piece of the puzzle, an insight into each girl’s psyche. Gaining these insights is arguably the most satisfying part of the game.
An example:
The world is a stage
Nothing is what it seems
Except for nothing itself.
Or:
The man who would save us is the destroyer.
Or:
Lately I get this feeling of being watched.
I can’t tell from which direction.
And I can’t see anyone.
Or:
Small things move fast.
If you’re still reading this review, you are no doubt wondering just what the hell this game is about. That’s a good question and one a lot of people are trying to figure out. In fact this might soon be a game that takes longer to read about than to actually play. Some people believe it to be about rape and sexual predation. The devs even write that each girl is “ravaged” in turn before being dumped in front of Grandmother’s house. It is surely a valid view. Other people think maybe each girl is a specific age in the dying grandmother’s past. Depending on which girl you are playing, her portrait hangs above the grandmother’s deathbed. Others bemoan its bottom line nihilism, creep factor, and obsession with unhappy endings. Another viewpoint, and one close to my own heart, is that The Path is about loss of innocence. Each girl experiences a loss of innocence, each moving from a child-like state to a one a bit older and a bit wiser. After all, modern culture has had its rose-tinted glasses ripped from its face. Events have taken on a decidedly darker, murkier cast. Is is any wonder that the story of Little Red Riding Hood has returned as a horror game for the 21st century?
Yet another clue to the meaning of the game is found here.
Auriea is the star!
Or should that be the goddess?
She made us all in her image.
And the forest! And the house.
Auriea is, of course, Auriea Harvey, one of the co-creators of The Path. It would be easy to deduce that all these girls are parts of Harvey’s interior makeup, each a facet of what ultimately became her adult personality. While I think this is probably as close to the truth as anything, it’s also fair to say that there is no final truth. In the end The Path is really about measuring the player’s tolerance for ambiguity. Admittedly, this is not exactly a priority high on the list for most gamers hellbent on fun, fun, fun and the game sales are no doubt suffering for it. The Path is a sort of anti-game in a way, a game turned inside out in service to something deeply personal, human and disturbing.
One of the mission statements of The Tale of Tales is this:
Humans have a physical need for wonder, poetry and story. It is our desire to carry on the tradition of telling and retelling tales old and new.
There is a pattern of return in The Path. A constant return to the oldest of stories, in this case Little Red Riding Hood. The Path is a game of serial returns, returns to Grandmother’s house, returns to the waiting room, returns to the beginning from the end. It reminded me of another game, one I suspect these devs knew about, called Alice: An Interactive Museum. Released in 1994, by Synergy, Inc., a Japanese development company, it too explores taboo subjects of sexuality, loss of innocence, and constant return, in this case by retelling Through the Looking Glass. Alice: An Interactive Museum is a contradiction, both a rare, valuable collector’s game, and a minor masterpiece. I constantly thought about it when playing The Path. If ever there was a game that deserved to be re-released, it’s this one. But I see I’ve strayed. Back to The Path.
Upon first starting this game, I denied that it was a slow game. I was wrong. It is a slow game. Your characters lope along through an endless forest. While you can make them run this has the effect of blurring the screen, and raising the camera high up into the trees, obscuring detail. To regain control you must slow the pace. And so you go, speeding up, slowing down, speeding up, slowing down. It is frustratingly deliberate and yet, at least for me, deeply affecting. There is no gaming this game. Throw out your preconceptions, lay aside your bag of tricks. Everything you know is useless. A blockbuster this is not.
People are throwing around the A-word a lot when writing about The Path and I guess it is art, though I think it’s as much a matter of gaming apologists desire for “Art Games” to point to as anything. But if one of the definitions of art is that which can impart a heightened or rarefied experience (note: I just made that up!), then this entry has as valid a claim as any to that label. And just the very fact that people are bringing up words like meaning and art and extremely disturbing when discussing this game is reason alone to buy it and play it. So buy it and play. And whatever you do, positively, absolutely, do not stay on the path.
Minimum System Requirements (PC) Windows XP or Vista, 2 Ghz CPU, 1 GB RAM, 256 MB VRAM, recent Radeon or Geforce videocard of x6xx type (no integrated videocards) (MAC) Mac OS X 10.5 .6 or later, 2 Ghz Intel Core 2 Duo CPU, 1 GB RAM, 256 VRAM, recent Radeon or Geforce video card of x6xx type (no integrated videocards)
Reviewer’s System: Windows XP, Athlon 64×2 4400, 2.2GHZ, 2GB, 5112MB, ATI 3870
I’ve been reading the comments about The Path over the last couple of months and came to the conclusion that this “game” just isn’t for me. Now I read Scout’s review, and I know I’ll just have to get this one. $9.99 is good for something that makes you think, or scratch your head, or both, or other things. Thanks a bunch, Scout. My pile teetereth over.
I am with Spike on this one. Your interpretation of the game makes me more than curious.
A beautiful review, Scout, and one with which I agree totally. The Path’s theme of growing up through experience can be pretty profound at times, but I also felt that there was an intense message of tragedy in it. The fact that it leaves entirely up to you what happens between each girl and her wolf is brilliant, and to me the most disturbing part of the game. Someone could just as easily have imagined that Ruby parted ways friends with hers, or overpowered him but lost her balance and fell down due to the leg brace. My mind’s assumptions took me somewhere much darker. And we’d all be right.
This is a solemn game, and a hard one to play for several reasons – not just the solemnity, but the slowness, the incongruity, and the eerie atmosphere don’t combine to make a laugh-a-minute gaming session. But it’s a game I’m glad was made, and I’m glad we’re getting discourse like this on it.
Thanks everyone. This was a hard game to review. It was hard to decide how much to reveal but I finally decided to treat it like any other game review and now I am glad I did. I realized that this game is so personal that there is no way to really spoil it through discussion of game mechanics.
I agree with Steerpike. There is a major vein of tragedy running through The Path. Tragedy and a huge amount of loss. Just what is lost is wisely left up to each player to decide for themselves. It again proves the old horror saw that “what remains unseen and unknown is always more scary than what is revealed”.
Fear is a personal thing – and what The Path does is leave you with your own fears, to allow them to spill out and tell you the (horrific) story that your own mind chooses to tell.
Sure, The Path can be boring, but this game is less about playing and more about seeing what it is that the game-makers wanted us to see… through our own eyes, that is. The thing about The Path that makes it special is that it may be one of the first games that represent a self-inflicted art form, which is to say that by doing what you do, seeing what you see, and interpreting it as you choose, then you’ve experienced the piece as the creators intended it to be: as yours.
The assertion that The Path is an anti-game actually holds more weight than what could be said on the first look. In a lot of its mechanics it is defiantly opposite not just to the modern ‘comfortable’ games that we play these days but also to the olden games of our childhoods. It goes contrary to most conventions of gaming, and not just videogaming in many of its design decisions.
It refuses to give you feedback so that you can measure whether you are doing right. Actually, it does away with ‘right’ and ‘wrong’ ways of playing almost comletely. I mean it lies to you in the ONE instruction it gives you and the collectables you get in the woods have no obvious consequences. They are ‘narrative’ collectables and not gameplay collectables. Of course, by being very ambigous and abstract, they don’t really provide much satisfaction in the narrative sense either.
It goes out of its way to obscure your vision and complicate your movement. The map flashes are one thing, but the way the camera pans back and up when you run and the fact that the actual path actually disappears when you stray far enough from it – that’s just mindfuck of a high order. The game WANTS you to feel lost. It doesn’t want you to learn the rules and overcome the obstacles and to become ‘good’ at it. Instead it simply ensures you can not be ‘good’ at it because it doesn’t give you goals to reach and mucks around with your vision and movement. Not to mention that with my first girl, even meeting the girl in white in the woods did NOTHING for me. She never brought me back to the path and only through running into a (the, actually) wolf I was able to ‘pass’ her ‘mission’.
So in that sense, this is not really a game as most of the gaming rules simply do not apply. It is something else, really, an interactive oneiric/ psychedelic experience playing heavily on the symbolism card that uses some gaming mechanics to lead the ‘user’ (‘consumer’?) through the experience.
The reason I purchased this game is because I believe the games can and should develop such an avantgarde branch and that within this branch, we will see meaningful, strong statements in years to come. The Path, I am not too sure is such a statement as its strongest gaming mechanic is its defiant refusal to adhere to gaming mechanics while hijacking the media to deliver an ambigous symbolical ‘message’ (or at least a set of symbols). I am not certain that the better media for this would not be something not interractive or less interractive because the symbolism communicated through The Path would be more potent. Having only superficial control over the girls in The Path actually removes the symbolical potential from the experience as what happens to them is not what the player feels is happening to him/ her due to the relative lack of immersion. I can’t but wish that the authors of The Path actually tried something slightly more conventional in terms of the game design itself so that the inclusion of all the symbolical content and ambiguity delivers a stronger punch. Where they have done it, it’s actually excelent: for instance, the flashes on the screen that show the general direction of The Wolf etc. That sort of thing where the player gets feedback and has (an illusion of) control is what drove me onwards through the game…
I mean, in the end, the fact that I purchased The Path and the PC version of Braid on the same weekend probably influences my thinking quite a lot as Braid actually married its narrative and excellent mechanics with much more spectacular results even though superficially it looks as if they are separate. It didn’t go for almost total abandon of gameplay mechanics in favour of a davidlynchian visual treat that could have been more effective in another media…
Agreed. As avant garde as The Path is, and as well as it manages to be profound and disturbing without adhering to any classic game mechanics, I would personally have liked it to include a few. I’m afraid too many will wander off from the game in boredom and miss out on the incredible thematic experience Scout describes in his article.
Interesting that you bring up Braid, another game that really pushes some accepted boundaries of what we find in gameplay. I don’t think many people have actually compared the two, but I agree there’s comparisons to be made.
I wrote a very long dissertation on Braid for my blog (unfortunately, it’s in Serbian) in which I tried to argue that Braid’s brand of symbolism is almost unprecendented in the videogame history because it uses GAMEPLAY rather than ‘pure’ narrative to communicate its emotional and spiritual message. The ending of world one is so potent in symbolical and emotional sense precisely because it uses the central game mechanic to communicate with the player, even though the actual interractivity is reduced in that final scene. Jonathan Blow obviously understood that the emotional shock from the player’s discovery of what was actualy going on all the time, triggered by the use of the rewind mechanic is going to make up for the fact that you are essentially watching a cutscene. Just amazing.
In comparison, The Path relies on cinematic and literal mechanics to deliver symbolicism.
I haven’t played Braid yet so I can’t make any comparison between the two games but I’m reminded of Michael Samyn’s remark on his blog that he quickly grew bored with most games after an initial interest and always ended up abandoning them. I know the feeling, that gameplay on its own can feel just as pointless as anything else. Obviously it’s a subjective matter at that point and most gamers live for gameplay in a game and I’m no different. I know that early on I complained of lack of gameplay in The Path and nearly quit because of that.
Still, I think The Path is so powerful, so resonate, specifically because it was created in the form of a game. Even though it works against almost every gaming instinct we possess, the end result is that we are complicit in pushing each girl along her own path to her own “ending”. I’m not sure setting this story in another medium would have had that same effect. But, I agree, I wish there had been some more conventional gameplay devices. I think it would not have taken much to push this game a notch higher with more interaction. At the very least it would sell more units.
Thank you for the beautiful and eloquent review, Scout. As much as I hate to admit it, I believe I am one of those people turned off by the lack of game mechanics or a coherent story. The story’s probably there, buried beneath a few hours of running around the forest finding non-interactive objects.
I readily give the game credit for taking risks, but risks are so named because of an inherent chance of failure. The game simply isn’t fun. It doesn’t immerse me at all and I have to “make” myself play it. I have little desire to force myself to “get” this game, much like I don’t want to suffer through a modern art exhibit or finish rereading George Martin’s A Feast for Crows.
If it isn’t fun, then it isn’t a game, or it’s at least a crappy one. As an “experience,” I suppose The Path succeeds in obfuscating its subject matter enough to make it interesting to some people, but to me, it was more like work. I don’t play games to work (unless I’m working for Slavemaster Steerpike). Even so, I feel ashamed to admit my boredom with The Path, as if I had confessed to disliking Shakespeare or Hemingway even with my literary background.
Jason, I know. I’m kinda sick that way. I think I sort of enjoy suffering. Too much fun makes me want to take a nap. Give me some breathtaking tedium though and I’m all over it.
thanks scout! writing a review of this provocative game was a monumental task and you succeeded with flying colors!
i thoroughly enjoyed The Path… i was intrigued at the beginning, my curiosity driving me deeper into the woods and the into the game…
before too long, obsession took control and i couldn’t leave the freakin’ game alone! i spent waaaaay too many hours glued to the computer… am i the only one who thinks this was NOT a short game?
Just out of curiosity, sennebec, did you find all the objects in the grid? Get some “A” scores? I ended up with 30 of 36 and never did get an “A” score. Obsession could make this a much longer game than it usually is. I tended to give up in frustration at a certain point with each girl and just steer her to the wolf in order to see the secret rooms. I feel I didn’t stress how frightening some of those rooms were in the review. I hardly ever get scared in a video game but a couple of those trips through Grandmother’s house gave me goosebumps.
Also another thing I didn’t include in the review for fear of drawing down the wrath of the fearsome tl;dr faction here on Tap Repeatedly was the discussions on The Path’s official forums. A lot of teenaged girls seem to play this game obsessively and it has spurred some excellent discussion among them on those forums. How many games evoke that kind of serious thinking in young people? Not very many.
no “a”s for me scout… my best was a “b”… and i found 32 out of the 36 but also retrieved all the flowers…
regarding the flowers, i think they helped in leading your character to locations as it seemed whenever i went chasing a flower i would stumble across something i had yet to see before… but maybe that was just a coincidence?
i also had goosebumps traveling the rooms of gramma’s house, that’s why i was so obsessed in trying to find everything… i’m still wondering what i missed… perhaps i shall go back!
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I began my videogaming with Doom and I still play it, but I enjoyed The Path immensely. In fact, the only thing about the game that I thoroughly dislike is the hint of exclusion and superiority in some of the discussions, the “artsiness,” for lack of a better word. I don’t like it implied that if I enjoy The Path, I won’t like, say, Left 4 Dead. Each has its place.
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