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Chargement... The Broken Worldpar Tim Etchells
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An extremely original, off-beat novel about life and love and happiness, not just in the real world, but in the on-line one too. Writing an on-line walk-through to a computer game of some complexity can take up a lot of time. As our narrator grapples with his player's guide, real life starts to intrude in troublesome ways. The day job, the live-in girlfriend and his best friend are all causing him headaches; but nothing can distract him from the task at hand. All of his attention is demanded by The Broken World - an engrossing adventure that sees him struggling with zombies, agents, puzzles and mysteries. As each of his worlds collides and begins to affect the other, only one thing is clear. Our hero must solve the problems of life, love and happiness - not just in The Broken World, but in the real one too.The Broken World is a dazzling new novel that fuses games with fiction in an entirely original way. Aucune description trouvée dans une bibliothèque |
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Google Books — Chargement... GenresClassification décimale de Melvil (CDD)823.92Literature English English fiction Modern Period 2000-Classification de la Bibliothèque du CongrèsÉvaluationMoyenne:
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It’s an interesting concept and I’m always keen to read books that use unorthodox narrative structures but The Broken World is a failure. The sloppiness of the walkthrough itself, which gives detailed descriptions of cut-scenes (those in-game movies that players can’t influence and would never need help with) and skips over complicated puzzles (which players almost certainly would need help with), can perhaps be blamed on our unreliable narrator. It seems he’s as hopeless at writing walkthroughs as he is at managing the rest of his life.
Harder to explain is the game, The Broken World. It’s absurdly constructed, packing in every videogame cliche alongside some genuinely clever ideas that would be impossible to achieve on any gaming platform that exists today - and in some cases are simply unimaginable as gaming concepts. This is important because it raises the question of how seriously we’re supposed to take the game. Is it a satire on those videogames that consume the lives of their players or is the story within the game meant to act as some kind of counterpoint to the book’s ‘real world’ story? If it’s the former, then the game doesn’t need as much space in the book as it gets and if it’s the latter then the game simply isn’t plausible enough to do the emotional job required of it.
Full review: http://www.26books.com/?p=326