Gravity Bone is an unexpected treasure released in 2009 by
Blendo Games. The game wastes no time in plunging the viewer into the world.
Without so much as a menu screen you are cruising in an elevator towards what
looks to be a black tie event-taking place in a Minecraft version of the Swiss
Alp’s. As the elevator doors slide open the player is inundated by cube headed
strangers and a wave of garbled conversations. A card in your hand tells you
where to go, a sign informs you of the basic controls. The most admirable thing
about Gravity Bone is the economy of its design. The creators managed to create
a cohesive experience and evoke a world with simple well-crafted elements. The
low-fi esthetic is not just a visual style it is an effective way of getting
shorthand across to the audience without getting weighted down in the details.
The world of the game is a humorous amalgamation of Cold War era spy tropes and
Noir films reminiscent of the Milkman Conspiracy segment
in Phyconauts. The simplistic graphics serve to heighten the sense of
absurdity and offer the player a clear indication of the path through the world.
For anyone who is already familiar with the language of
first person videogames Gravity Bone will feel immediately familiar,
comfortable even, as you navigate the world, find items and journey from A to
B. However, the creators actually use
these assumptions to fuel the game’s narrative. Like Bioshock’s infamous twist,
Gravity Bone confronts experienced player’s complacency to deliver a narrative
kick. It some ways this strategy actually undermines the traditionally held
assumptions of what game design should accomplish. Most games have the
character progressing linearly and gaining in power with challenges growing
accordingly. This is supposed to mirror the progression of the players
themselves as they become empowered by mastering the game’s systems. Gravity
Bone takes a decidedly non-linear approach more in line with its particular
point of view. The game’s use of jump cuts and montage is a particularly good
example of its non-linear approach to game progression. I wish more games would
experiment with incorporating elements of filming storytelling into gameplay. Ultimately
Gravity Bone does in half an hour what many games fail to accomplish in forty
times the length not to mention the budget. Play
it now it’s free.