Saturday, July 30, 2011

Sensory Trip to a Paradise on Screen

by Seth Schiesel


Spectral whales undulate through ethereal mist, their hides speckled with winking gems that pulsate to a throbbing bass line. Gleaming motes of color spin and coalesce into flowers, layer upon layer of shimmering petals. A girl named Lumi, born in outer space and transported to cyberspace, beckons you to rescue her digital consciousness.

Sounds pretty trippy, huh?

This is Child of Eden, the luminous new game from the Japanese auteur Tetsuya Mizuguchi and one of the most inspirational exhibits of artistry to be found in interactive entertainment today. The game — available now for the Xbox 360 and scheduled to arrive for the PlayStation 3 in September — was developed by Q Entertainment (of which Mr. Mizuguchi was a founder) and published by Ubisoft.

In the quest for commercial success, so many games (like so much of any medium) end up similar. The formulas are known, the structures accepted. For many top games the question becomes how well they fulfill and execute the basic template of their genre.

Child of Eden is an example of what can happen when creativity is liberated from the bounds of convention. It hews to only the most basic form of an arcade-style shooting game (stuff is whirling around on a screen; shoot it), perhaps in the way that even rebellious painters hew to the convention of stretching canvas across a wooden frame. From there Mr. Mizuguchi goes wild, integrating music, sound and the player’s own physical movement into a full-body experience.

And that is because Child of Eden makes the best use yet of the new Kinect system for the Xbox 360. Kinect, introduced by Microsoft last fall, does away with the video game controller altogether. Using advanced technology and software, the Kinect sensor, which sits under your television, can see your body in three dimensions and recognize your voice. So in all sorts of games, you just lean if you want your character to lean. If you want it to jump, you jump, and so on.

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