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Review: Thirty Flights of Loving

Patrick Hancock, PC Contributor
5:00 PM on 09.18.2012
Review: Thirty Flights of Loving photo


You won't get very far on your escapades through the Internet without someone complaining about how much "games these days do nothing but hold your hand." This phrase is most often used when referring to gameplay, but the same can easily be said about how stories are told throughout the medium. There has been a large shift towards player-generated stories, which is absolutely fantastic, but linear storytelling has remained mostly stagnant.

At least, that is what I thought before I played Gravity Bone and, more recently, Thirty Flights of Loving, both created by Blendo Games. Thirty Flights of Loving will likely take you less time to play than reading this review, so I'll give you a head start: do yourself a favor and buy, play, and enjoy Thirty Flights of Loving.

Thirty Flights of Loving (PC)
Developer: Blendo Games
Publisher: Blendo Games
Release: August 20, 2012 (Steam)
MSRP: $4.99

It is often said that it is not what you write, but rather what you don't write. There are two stories that epitomize this idea completely:

  • "For sale. Baby shoes. Never worn." (rumored to be penned by Ernest Hemingway)
  • "The last man on Earth sat alone in a room. There was a knock on the door..." (Knock by Fredric Brown)

Both of these incredibly short stories tell a complete tale. The former is a sad, melancholy story about an event no couple wants to experience, while the latter is a horror story reminiscent of The Twilight Zone. What they both share is the immediate sense of intrigue. The reader's mind races to think of all the possibilities that would lead to the situation at hand. The lack of information forces readers to use their imagination to construct their own version of the story.

Thirty Flights of Loving works exactly the same way. It isn't so much about what is told to the player, but instead what is not. This fifteen-minute adventure leaves just enough information for the player to start making assumptions, but not enough to know exactly what is going on. The player is intentionally left in the dark as to the finer details of the plot and is then forced to bridge the gaps and draw their own conclusions.

There is no spoken or written dialogue throughout the entire game as the complete story is told through interactions and the environment. The surroundings are so lovingly crafted in order to tell such a specific story; everything is done on purpose. Although this attention to detail may not be incredibly obvious on a first playthrough, the included developer commentary sheds a ton of light on the development of Thirty Flights of Loving.

After playing through Thirty Flights of Loving, I began to think of storytelling in video games as a whole. How did this tiny little morsel of a story manage to evoke the same emotions that most games can't do with an eight-hour campaign? It does so by removing all of the "fluff" from the plot and gameplay. Character development is progressed only through actions and observations. Unimportant and dull travel time (walking from point A to point B) is simply removed by a scene jump cut. It might seem strange or even annoying at first, but upon some critical thinking, it just makes sense.

It is so meticulously and lovingly crafted that it makes the traditional linear storytelling method seem drab and extraneous. This is storytelling distilled to its finest form; it is a game that does not waste your time. Moving forward, I will not look at storytelling the same way again.

Concerning gameplay, Thirty Flights of Loving is a first-person adventure game. It consists of simply moving around the environment and interacting with objects and people. There's no health bar, no shooting, and the only time player control is taken away is brief and optional. Yet despite the limited mechanics, relationships are explored and intrigue is piqued.

Thirty Flights of Loving also includes Gravity Bone, a very similar game created by Blendo Games. Gravity Bone is just as wonderful at telling a linear story in a short time span and boasts one of the absolute best scenes to take place within a videogame. Both of these games are incredibly important and will hopefully be a jumping-off point for other developers to advance the medium going forward.

The art style might seem strange, but it works. Too often are games lauded for their ability to model and texture the human face with incredible detail and not for efficiently using a specific style. All of the characters are skinny and have blocky heads by design. They are not supposed to look like perfect human beings, which ends up creating a unique feel and style specific only to Thirty Flights of Loving and Gravity Bone.

The sound effects occasionally sound a bit off, but that is likely due to the fact that the game is created in the Quake II engine. Still, certain sounds seem a bit out of place or jarring. I also experienced a couple of crashes, but only while playing through the game's developer commentary. Thankfully there were no crashes on my various playthroughs of the main game. Both of these issues amount to a small blemish on what is otherwise an incredible experience.

So please, get rid of all of your preconceived notions about game length as it correlates to price and quality, and go play Thirty Flights of Loving. Right now. Go. Do it. While you're at it, make sure you play it with the developer's commentary after your first run. Oh, and be sure to also play Gravity Bone if you haven't already. If you have, play it again. You'll never look at linear storytelling the same way again.



THE VERDICT


9.5 /10
Superb: A hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


I don't play shitty "art" games.
I was thinking about picking this up and after this review definitely getting it
Meh, I'll wait for the torrent, too soon?
Fredric Brown is my favourite sci-fi author. That is all.
I bought it because Ashly Burch recommended it, and I thought it was definitely worth 5 bucks.

Anyone who says they won't play this game because "hurr durr shitty art games" is a moron. If you don't want to pay 5 dollars for a 15 minute game, that is perfectly reasonable, but keep in mind that those 15 minutes are very unique and interesting.
I eat pieces of shitty art games like this for breakfast.
Basically what ProperlyParanoid said.

It's a perplexing situation. I don't think I've ever played a pair of shorter games; but at the same time, they're good and only $5. So yeah, basically $5 for 30 mins of quality, unique entertainment.
You'll be dead someday and that 300 hrs you spent in a shitty RPG will be forgotten but it's the small interesting "art" experiences that will stick with you. Guaranteed.
It's not a shitty art game. It's a nice visual short story.
It's not a shitty art game. It's a nice visual short story.
Nice review. BTW, GB and TFoL are in the same series and both star Citizen Abel. The woman from the brilliant end scene in GB features in TFoL and I'm pretty sure she's an integral part of the story. (You see her outside the wedding and she also appears in the flashback before the car crash, where she replaces Anita in the bed. Took me a couple of playthroughs to notice it wasn't Anita there, pretty sure that's significant somehow).
I really enjoyed Gravity Bone, but the last time I checked Thirty Flights out on Steam it was like $11, so I passed. If it's down to $5, I'm totally in.
Gravity Bone flew like ten thousand feet over my head...
I find myself in a very uncomfortable position. Typically this is precisely the sort of title I would be happy to champion, raving about to people. I adore clever little titles from small, upcoming developers.

I was another guy who picked it up after hearing Burch gush over it on their podcast. I was on the fence for a bit, but the trailer caught my eye, their endorsement, and footage of the first minute or so of 'Thirty Flights' was the tipping point, and I hustled over to Steam, excitedly.

Before I uninstalled it, I played it three times (and had the same exact experience a fourth time, watching it played on YouTube for 12 minutes), because I couldn't believe that was *IT*.

I thought I'd missed something. Another path to take.

Something.

Anything.

Now look, I'm honestly happy that people are reading things into the story and that it's captured their imaginations. It's definitely a cute, very stylish short story. But I'm not going to pretend as if there's some deeply woven, Tarantino-esque saga being told, here. And I say that *especially* after listening to the developer commentary, filled with insights along the lines of "this was just a test game that someone suggested I flesh out", "I added peeling oranges because I love to peel oranges" and "the characters are floating because of was a weird bug that I thought looked cool so I kept it".

I'm just not feeling this deep love reviewers (here, and elsewhere) seem to have for it. I can absolutely see praising it for being unique, but anything other than 5 or maybe 6 is a bit much. It's seriously bugging the shit out of me. I consider myself a reasonably intelligent guy who tends to greatly appreciate 'clever'...instead, I'm just completely baffled by it's fans.

It might give authors some inspiration on how to more tightly weave a story, and make it more interesting, in a real game. Expose them to techniques they may not have considered. That's good. I'm on board with that.

As far as the non-story related side, the thing has *bugs*:

It's possible for scripting to go wrong, dragging the player through the water as the plane takes off.

I got fragged by something once -- I have no idea what -- but it was very clearly a side effect of basing it off the Quake II engine.

The embedded copy of "Gravity Bone" locked up my sound card rather hard, causing it to repeat it's sound buffer endlessly, forcing me to completely power down...

...luckily the experience is so goddamned short that the odds you'll hit any of these game-killing bugs is somewhat minimized.

Finally, it's important to emphasize that this is absolutely NOT a game. This is better described as a marginally interactive short story. You basically click on things, and move from A to B, solely to advance the script. Those aren't elements of a game, that's just a more complicated way to flip the page.

Despite all of this, I'll probably remember this game for a while, personal controversy or not. I DO look forward to more from Blendo. I really think they're onto something, and I loved the art style.

I'd be interested in seeing a collection of short stories told in this format. That might be worth $4.99. Or maybe $9. Just don't call them games. ;) If "interactive fiction" wasn't already taken by Infocom-style text adventures (more appropriately considered 'games', I might add), it would be a good description.
@Forty: You make an excellent statement there. The reason I enjoy it, is because my imagination fills in all the gaps and such. I don't believe there is some super deep, underlying message either, just leaving the rest up to us and I dig it. I'd love a collection of these types of games too, but I'd be willing to fork over $15-$20 myself, because that's what I pay for books already.
I was originally going to blow this off as an art game (which it may be) but I'm intrigued. And, hell,5 dollars.
More evidence that "art game" is a crap term. Thanks dudes!
Congrats Jack Dandy, your shitty attitude has made you miss out on an excellent game. Take a bow.

I fucking love Gravity Bone. I fucking love this. I look forward to what Blendo brings to the table next.
I'm not interested in spending $5 on this shit.
I played it. Not my cup of tea... and while I'm sure Patrick had his reasons for giving it the score he did, I just can't see it.

But if others are enjoying this, then I suppose it's just a personal thing.
Save yourself the money and watch a video. Seeing as there's no difference if you "play" it yourself.
Of the two, I greatly preferred Gravity Bone - more for the tone of it than anything else. I can't honestly recommend the package to everyone, but I enjoyed it enough.
what's an egg is also fucking genius(and a browser game).
bone rules (and is free).
will buy this one.
Played it. Loved it.
I pretty much completely agree with Fortyseven. I thought it was a very interesting experiment, I loved the world he created, but I don't know that I would call it a game. It still felt more like a test project than an actual, fleshed-out game. That said, I definitely don't regret my purchase and I think the developer has a LOT of potential.
I think some people have a very solid idea of "what a game should be" and don't know what to make of a game like this, killer 7, wario ware games, virtual silence and so many others.
Don't build such concrete excpectatins dudes, let these games introduce you to something new. It won't hurt, I promise.
This is a game and it's a wonderful one. Everyone should buy it.
She walks like a fairy outside my house, giggling. I stood up, and gave chase.
Its funny when it comes to games and apps.

Just spent 5 dollars on a big bag of chips I'm not even eating.

5 dollars on a videogame ARE YOU KIDDING WHAT AM I MADE OF MONEY?!?!
@long john: Never heard of Virtual Silence, but Killer 7 and WarioWare are definitely games. They are nothing like Thirty Flights of Loving at all...
Its funny when it comes to games and apps.

Just spent 5 dollars on a big bag of chips I'm not even eating.

5 dollars on a videogame ARE YOU KIDDING WHAT AM I MADE OF MONEY?!?!
@foreseen and bbain, thats pretty much my reaction to gravity bone, I might check this one out but the problem is that there are a lot of great games you can get for that price!
What Jack Dandy said. Also, the art in this looks painful.

I stopped taking heed of Destructoid review scores after Quantum Conundrum got a 10... 10 !!!!
I wish I could punch this game in its stupid square head! I like art games but this game is just a jizz turd....
@ Long John. I think it does hurt some people. Cognitive dissonance can be very painful.

Some people just actively don't want these types of games to be any good because of what they think that implies about what they think videogames are supposed to be. Not to mention the sense of alienation that comes from not being in tune with zeitgeist culture. It's like sitting at a table full of people chatting and joking in a language you don't understand. It's considered very rude for a reason, and not because the language itself or the topic of conversation are intrinsically bad or wrong. People just get offended an indignant.




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