Proteus (video game)

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Proteus

Developer(s) Curve Studios (PlayStation)
Designer(s) Ed Key
Composer(s) David Kanaga
Platform(s) Linux, Mac OS, Microsoft Windows, PlayStation 3, PlayStation Vita
Release date(s) Windows & Mac
January 30, 2013[1]
Linux
April 8, 2013[2]
PlayStation 3 & PlayStation Vita
October 29, 2013[3]
Mode(s) Singleplayer

Proteus is a 2013 open world exploration video game developed by Ed Key and David Kanaga for Linux, Mac OS, Microsoft Windows, PlayStation 3, and PlayStation Vita. The game was released on January 30, 2013 for Windows and Mac and April 8, 2013 for Linux. PlayStation 3 and PlayStation Vita versions were later released on October 29, 2013. The game is based around exploring and discovering an island, with no specific goals set. Players explore a musical environment, where every creature and plant has its own unique musical signature to accompany it, resulting in changes according to where players explore. The game world is procedurally generated, giving a unique world layout each game.

Ed Key began development of the game in 2008, with David Kanaga joining in 2010, aiming to make a nontraditional and non-violent game. They considered different game mechanics such as quests and creative tools before settling on the final game. Curve Studios developed the PlayStation 3 and PlayStation Vita versions, adding extra features to the Vita version at the request of Sony.

Proteus was a winner of the Best Audio category in the 2011 Indiecade awards, and in 2012 was a finalist for the Independent Games Festival in the Nuovo Award category. Critics received both the original and PlayStation releases well, specifically praising the game's use of audio, though the length and replayability were not received so well. The game's status as a video game was debated by many players, with the description of anti-game often debated following its release.

Gameplay

Players explore (from a first-person perspective) a pixel art style island containing hills, trees, structures, and animals such as frogs and rabbits, the layout of which is different every time the game is played.[4][5][6] The focus of the game is to explore rather than interact; interactions with the world are limited to, for example, when players come close to an animal which may run away from them.[7][8] The soundtrack changes depending on players' movements; it plays different sounds when players are close to objects or in certain locations.[9][10]

Areas such as this memorial cause different sounds to play when players are walking near or through them.

When the game begins players are situated over the ocean away from the island and must move across the water to it.[10] When they arrive at the island, players are free to explore all of it during the initial season of spring. At night time each day players can enter a cluster of lights to advance time to the next season, eventually coming to the end of winter after which the game ends. Each season changes the landscape via objects like trees losing their leaves and falling to the ground during autumn.[6][11]

The PlayStation Vita version contained extra features including allowing players to directly affect the environment by using the console's rear touch panel and to generate islands based on the current date and their real-world location.[12][13]

Development

Ed Key began work on Proteus in 2008 during evenings and weekends with the game only nearing its current form when David Kanaga joined development in 2010.[14][15] Key originally envisioned the game as a procedural RPG in the same vein as The Elder Scrolls IV: Oblivion where players would go to towns and fulfill quests. Realizing the extent of the work that would be needed for such a game, they decided to make something "nontraditional and non-violent."[16]

The game is developed using an in-house engine, primarily written in C#, and Key has expressed interest in allowing player created mods of the game.[15][17] The game's models and landscape started as less smooth 16 bit graphics, before being improved to the current graphical level.[18] After David Kanaga joined as audio composer the audio mechanics were refined through many different ideas such as allowing players to make music within the game. This idea was not developed further because the developers felt it would take away from the exploration of the game's world and make it too much like a creative tool and so Key and Kanage settled on final audio mechanic early in development.[19]

The island's visuals change with the seasons, such as orange/brown leaves during Autumn.

When Proteus pre-orders were open in 2012, a $40 USD Artifact Edition was available which included a boxed version of the game with artwork, soundtrack, and extra development notes.[20] In December 2013 Ed Key apologised that this edition had still not shipped, saying that it was still in development and offered refunds for customers requesting them.[21]

Around the time of the game's PC release, Ed Key was approached by Curve Studios which went on to work with the developers to adapt the game for release on PlayStation 3 and Vita.[22][23] These versions of the game use Curve Studio's in-house engine.[24] Sony requested that new features be added to the game, though Key said that they never attempted to steer the direction of the development of these features. Key added location and date-based world generation and a way to interact with the game using the Vita's rear touchpad; Key has stated that the location and date specific world generation is a feature which could come to the PC version in the future.[25]

Reception

PC reception
Aggregate scores
AggregatorScore
GameRankings78.08%[26]
Metacritic80/100[27]
Review scores
PublicationScore
Edge8/10[28]
Eurogamer8/10[6]
GameSpot8/10[8]
GameTrailers7.4/10[29]
IGN8.5/10[10]
PC Gamer US76/100[30]
Destructoid8.5/10[31]
The Guardian[32]
GameFront75/100[33]
Awards
PublicationAward
Indiecade 2011Best Audio[34]
A MAZE Indie Connect FestivalMost Amazing Indie Game[35]

Pre-release

Proteus' beta version was featured in indie game festivals and received coverage by journalists. In 2011 it won the Best Audio category of the Indiecade awards,[34] and in 2012 was shortlisted for the GameCity prize. It was a finalist for the Independent Games Festival in the Nuovo Award category, aimed at abstract and unconventional game development, whilst also receiving honorable mentions in the Excellence in Audio and Seumas McNally Grand Prize categories.[14][36][37] The game also won Most Amazing Indie Game in the 2012 A MAZE Indie Connect Festival.[35]

In an article which discussed 2011's exploration games, Jim Rossignol of Rock, Paper, Shotgun described the game as "one of the most charming experiences" he had had in an indie game.[38] In 2012 Rick Lane of IGN stated that he found the game "delightfully intoxicating", unique, and intriguing,[39] and Tom Francis of PC Gamer also responded positively in his game preview; he drew particular note to the changing soundtrack.[40]

Post-release

Proteus received generally positive reviews following release; it holds aggregate scores of 80% and 78.08% on Metacritic and GameRankings respectively for the PC version.[26][27] Reviewers particularly praised the game's changing audio; Eurogamer's Oli Welsh, PC Gamer's Tom Senior, and IGN writer Nathan Grayson all gave it praise, commenting on how it guided them through the game.[6][10][30] Edge, though generally positive about the soundtrack, said that the music "never truly gets going" particularly because of the lack of drums in most seasons.[28] Shacknews named Proteus as their #7 best game of 2013, calling it "delightfully devoid of explanation."[41]

The game's length and replayability received mixed reactions; GameSpot's John Robertson thought that the game had little replayability and Senior said that the game felt "deeply familiar" in subsequent playthroughs. GameTrailers' Daniel Bloodworth however thought that the randomly generated islands provided an opportunity to see things players may have missed the first time and Grayson said that he found himself replaying the game many times.[8][10][29]

The PlayStation 3 and Vita versions were also received well.[42][43] Pocket Gamer gave it a mostly positive review, praising the extra features present in the Vita version, though commenting that they encountered some performance issues.[44] In Metro's review Roger Hargreaves said the game was an experience that would stay with him and PlayStation Official Magazine's Joel Gregory called it "simple but wonderfully effective."[45][46]

Many players debated Proteus' status as a video game; they cited aspects such as the lack of real goals or objectives while some called it an anti-game.[47][48][49][50] This description was debated by many; in IGN's review, Grayson argues that there was an action (walking) and a goal in proceeding through the seasons.[10] Edge's reviewer commented that there were systems in the game such as a day/night cycle, changeable weather, and a change of seasons which can be triggered by the player.[28] Ed Key responded by arguing that the game does have systems but that it was optional whether the player interacted with them and that these interactions did not usually provide feedback. He went on to say that he thinks "encouraging a strict definition of 'game' does nothing but foster conservatism and defensiveness in a culture already notorious for both."[51]

References

  1. Meer, Alec (January 21, 2013). "Proteus Gets A Releaseus Dateus At Lasteus". Rock, Paper, Shotgun. Retrieved July 23, 2013. 
  2. Key, Ed (April 9, 2013). "Version 1.1 now available: Linux, Steam Big Picture support". Retrieved December 31, 2013. 
  3. Clarke, Rob (October 29, 2013). "Proteus Out Today on PS3 and PS Vita". PlayStation.Blog. Retrieved October 29, 2013. 
  4. Hernandez, Patricia (January 30, 2013). "A Gorgeous Digital World That You Can Explore Starting Today". Kotaku. Retrieved August 7, 2013. 
  5. Rossignol, Jim (June 12, 2011). "Ambient Works: Proteus EP". Rock, Paper, Shotgun. Retrieved August 8, 2013. 
  6. 6.0 6.1 6.2 6.3 Welsh, Oli (February 5, 2013). "Proteus review". Eurogamer. Retrieved July 27, 2013. 
  7. Smith, Adam (February 27, 2012). "The Hills Are Alive: Proteus Beta Release". Rock, Paper, Shotgun. Retrieved August 8, 2013. 
  8. 8.0 8.1 8.2 Robertson, John (February 13, 2013). "Proteus Review". GameSpot. Retrieved July 27, 2013. 
  9. Clarke, Rob (July 1, 2013). "Award-Winning Adventure Proteus Coming to PS3 & PS Vita". PlayStation.Blog. Retrieved July 25, 2013. 
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Grayson, Nathan (February 8, 2013). "Proteus Review - A Virtual Vacation In More Ways Than One.". IGN. Retrieved July 27, 2013. 
  11. Walker, John (January 30, 2013). "Wot I Think: Proteus". Rock, Paper, Shotgun. Retrieved August 7, 2013. 
  12. Matulef, Jeffrey (29 October 2013). "Proteus rolls onto PS3 and Vita next week". Eurogamer. Retrieved 8 November 2013. 
  13. Suszek, Mike (10 October 2013). "Proteus launching on PS3 and Vita this month with new world generation options". Joystiq. Retrieved 8 November 2013. 
  14. 14.0 14.1 Alexander, Leigh (January 27, 2012). "Road to the IGF: Key and Kanaga's Proteus". Gamasutra. Retrieved August 6, 2013. 
  15. 15.0 15.1 Ashpari, Zohra (4 March 2012). "One-on-One With Proteus Developer Ed Key". Tech Hive. Retrieved 21 November 2013. 
  16. Grayson, Nathan (June 26, 2013). "Staying Humble: Proteus’ Origins And Ed Key’s Next Game". Rock, Paper, Shotgun. Retrieved August 6, 2013. 
  17. "Proteus Engine". Proteus Forum. 31 January 2013. Retrieved 21 November 2013. 
  18. "Video: How abstraction gave Proteus its voice". Gamasutra. 19 August 2013. Retrieved 6 February 2014. "This is what Proteus looked like originally, with these kind of little 16 by 16 sprites." 
  19. "Video: How Abstraction Gave Proteus its Voice". IndieGames.com. October 13, 2012. Retrieved August 6, 2013. 
  20. O'Connor, Alice (27 February 2012). "Proteus pre-orders pack playable beta". Shack News. Retrieved 24 December 2013. 
  21. Mejia, Ozzie (10 December 2013). "Proteus PC patch adds PlayStation's Wild Islands". Shack News. Retrieved 24 December 2013. 
  22. Stuart, Keith (1 November 2013). "Proteus: adventure game is a meditation on place and nature". The Guardian. Retrieved 8 November 2013. 
  23. Long, Neil (1 July 2013). "Curve Studios is bringing Proteus to PS3 and Vita". Edge. Retrieved 8 November 2013. 
  24. Mejia, Ozzie (11 October 2013). "Proteus creator explains PS3/Vita-exclusive features". Shack News. Retrieved 8 November 2013. 
  25. Reynolds, Matthew (13 November 2013). "'Proteus': How the exploration game came to PlayStation platform". Digital Spy. Retrieved 3 December 2013. 
  26. 26.0 26.1 "Proteus for PC". GameRankings. Retrieved July 27, 2013. 
  27. 27.0 27.1 "Proteus for PC Reviews". Metacritic. Retrieved July 27, 2013. 
  28. 28.0 28.1 28.2 "Proteus review". Edge. January 30, 2013. Retrieved July 27, 2013. 
  29. 29.0 29.1 Bloodworth, Daniel (February 12, 2013). "Proteus - Review". GameTrailers. Retrieved July 27, 2013. 
  30. 30.0 30.1 Senior, Tom (March 5, 2013). "Proteus review". PC Gamer. Retrieved July 27, 2013. 
  31. Hancock, Patrick (February 8, 2013). "Review: Proteus". Destructoid. Retrieved July 27, 2013. 
  32. Stuart, Keith (February 4, 2013). "Proteus – review". The Guardian. Retrieved July 27, 2013. 
  33. Hornshaw, Phil (February 11, 2013). "Proteus Review: Still Beautiful, Now Slightly Less Empty". GameFront. Retrieved August 8, 2013. 
  34. 34.0 34.1 Smith, Adam (October 10, 2011). "IndieCade Awards And Alternatives". Rock, Paper, Shotgun. Retrieved August 5, 2013. 
  35. 35.0 35.1 Maxwell, Ben (December 20, 2012). "Proteus maker cautions devs against paying entrance fees for awards after €5,000 prize payout delayed". Edge. Retrieved August 6, 2013. 
  36. Meer, Alec (January 10, 2012). "They Could Be Heroes: IGF 2012 Finalists". Rock, Paper, Shotgun. Retrieved August 5, 2013. 
  37. Stuart, Keith (4 October 2012). "GameCity prize 2012 – shortlist announced". The Guardian. Retrieved 21 November 2013. 
  38. Rossignol, Jim (November 24, 2011). "Is 2011 The Year Of Game World Exploration?". Rock, Paper, Shotgun. Retrieved August 5, 2013. 
  39. Lane, Rick (April 17, 2012). "Proteus Stimulates Your Wanderlust". IGN. Retrieved August 5, 2013. 
  40. Francis, Tom (March 30, 2012). "Proteus: the best song I’ve ever played". PC Gamer. Retrieved August 8, 2013. 
  41. O'Connor, Alice (17 January 2014). "Best of 2013: #7 - Proteus". Shacknews. Retrieved 6 February 2014. 
  42. "Proteus for Playstation 3 reviews". Metacritic. Retrieved 8 November 2013. 
  43. "Proteus for Playstation Vita reviews". Metacritic. Retrieved 8 November 2013. 
  44. Rose, Mike (7 November 2013). "Proteus review - PlayStation Vita reviews". Pocket Gamer. Retrieved 24 November 2013. 
  45. Hargreaves, Roger (4 November 2013). "Proteus PSN review – a new journey". Metro. Retrieved 8 November 2013. 
  46. Gregory, Joel (29 October 2013). "Proteus PS3 review: A walk to remember". PlayStation Official Magazine. Retrieved 8 November 2013. 
  47. Rose, Mike (January 30, 2013). "Is Proteus a game -- and if not, who cares?". Gamasutra. Retrieved August 7, 2013. 
  48. Rose, Mike (February 1, 2013). "Opinion: It's totally OK to not like 'anti-games'". Gamasutra. Retrieved August 7, 2013. 
  49. "What does it mean to be a game?". Edge. May 17, 2013. Retrieved August 7, 2013. 
  50. Hillier, Brenna (February 27, 2013). "Proteus: homesick for unfamiliar places". VG247. Retrieved August 8, 2013. 
  51. Good, Owen (February 2, 2013). "Proteus' Creator Defends His Game—as a Game". Kotaku. Retrieved August 7, 2013. 

External links

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