Aviary Attorney (Sketchy Logic)

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Aviary Attorney is a game in which you guide some French lawyers, who happen to be birds, through evidence collection and trial scenes in which they pick holes in the opposing testimony. It owes a great deal to Phoenix Wright: Ace Attorney, emulating its gameplay and in-court responses. People also compare with Hatoful Boyfriend, because both are visual novels with birds who act like humans, but Aviary Attorney owes less of a debt there: the gameplay and style are really rather different.

The art, meanwhile, is lifted from the public domain work of French caricaturist J.J. Grandville, and the game’s narrative takes place against the rising action of the revolutionary year 1848. There are also many current jokes and references: the evidence binder where you store pictures of people you’ve met is your “Face Book,” for instance.

The joke could have been too weak to sustain play through the whole game. But I wound up liking it a lot, and not just because the game only needed a few hours to play through. Sketchy Logic do a good job with the light animation, the soundtrack, the dialogue writing: moment to moment, production values are consistently solid.

More to the point, though, this is not just a grab-bag of goofy cases. The whole piece is addressing themes of justice, rationality, the use of force, and the relationship between the poor and the wealthy. 1848 Paris, as portrayed here, is a place with huge disparities in wealth and class; a place where judges preferentially protect the well-to-do, and where police may arbitrarily shoot the poor. In one of the endings, you are literally assembling evidence to work out whether the victim of a (supposed) police shooting was hit in the front or the back, and under what circumstances.

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Interactive Digital Narrative: Theory

Screen Shot 2016-08-31 at 1.12.24 PM.pngThis is part two of an overview of Interactive Digital Narrative: History, Theory, and Practice. See my earlier post for coverage of the book’s history section (and one practice chapter that I took out of order because it felt like it fit better that way).

This time we’re looking at the theory section, which addresses academic approaches to interactive narrative (including the question of what interactive narrative even is).

Again, the section begins with a brief overview from the volume editors, and this provides a fair sketch of the academic debates of the last couple of decades, together with a bibliography of a number of foundational pieces in this space. I might also have listed Jesper Juul’s half-real here, as it provides a readable and persuasive cap to the narratology vs ludology debate.

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