I recently got to see a wonderful arrangement of Max Beckmann's work, that spanned the entire timeline of this famed German painter's life. What is the message that's trying to be relayed in this work of art? Is this piece a mere reflection of self when it was painted? Etcetera.
![proteus video game proteus video game](https://64.media.tumblr.com/2dd7c19ef4e44c3c6c4e478b442c6039/tumblr_mh39k5OT7t1rhq9h5o1_1280.jpg)
Why? Doing so can find that there's hidden depths behind the brush strokes depths, that if explored, shine insight into the mind of the artist. If you ever visit an authentic art museum, you'll find that many people choose to sit and relinquish themselves into the pieces of art. Proteus, on the other hand, is more akin to being inside a work of art. Journey lands more on the 'interactive art' side of the spectrum. Journey is a beautiful video game and a fantastic journey, even if it's quite linear and scripted it's an outstanding artistic experience nonetheless. Wed 13th Nov Proteus is, quite simply, a collision between art and video games.You can watch curious animals peaking from behind trees, and smile as frogs leap nearby and generate a musical tone each time they pass by. But if you choose to sit with a tap of the X button then you can simply observe the scenery, watching wondrous light shows in the sky, the stars peaking out as the sun sets, with the clouds swimming overhead. The world is alive, despite its aesthetic.Īs you examine each element of the landscape, you'll notice that the music changes as you encounter new things and as the island goes about its natural cycle. The rain will envelop you, its pitter-patter muffling the music. The wind will blow hard and shake leaves from their trees. Animals will scurry, jump, and fly away as you approach.
![proteus video game proteus video game](https://www.abc.net.au/tv/goodgame/img/m2124214.jpg)
You don't interact with these elements, but the island reacts to you. The rudimentary, blocky pixel constructs – which you observe from a first-person perspective – represent vegetation, animals, graves, cabins, ominous towers, and totems, but their form is ambiguous enough to require a little imagination from you. Each time that you play the campaign, you'll emerge from the ocean on a randomly generated island.