I don’t play games on Kongregate all that often, but I probably should. There are clearly some top-notch developers there. When I got an email in my inbox and skimmed over the new top games, I noticed one called “Pretentious Game.” Based on that name alone, I knew I had to try it out. Keybol is the developer of the game, which can be played here.
The entire game, from first objective to last, is 18 screens (though counting the last screen as an “objective” may be a bit of a stretch). I didn’t time my first playthrough, but it probably took me less than five minutes to get from start to finish.
I’ll be providing screenshots to explain my thoughts on the game, so avoid them if you want to try it out for yourself first. You have been warned.
From the very beginning, Pretentious Game is, well…you know. Even the title screen is stereotypically minimalistic. It also has relaxing piano music that starts here and loops through the rest of the game.
Right after the title screen, the player is introduced to the basic concept of moving the blue block toward the pink block until one touches the other. The left and right arrows indicate that the player can and should move horizontally. It also serves to set up the story of the blue block’s apparent dedication to the pink block.
As the player progresses, the story continues to unfold. In addition to moving left and right, the player learns that the blue block can jump by taking note of the upward-pointing arrow.
On screen 3, the player is provided with a green block that can be pushed and used to reach a taller platform. The text both hints at the solution to this puzzle and gives a little more detail as to what’s going on. It also becomes evident that the pink block will act as the blue block’s goal for the rest of the game, as the pink block is always reset at the right side of the screen, waiting to be reached and reclaimed time and time again.
Screen 4 employs the same gameplay mechanics as 2 and 3 by having the player jump (or “leap cliffs,” if you’d prefer to take the metaphor literally). It becomes even more clear that the blue block is willing to go to great lengths to reach the pink block. Also, for simplicity’s sake, I will hereby refer to the blue block as “Blue” and the pink block as “Pink.” I will not, however, use gender-specific pronouns. Cultural bias would tell us that blue = boy and pink = girl, but I try to avoid gender constructs. Also, pink used to be for boys and blue used to be for girls up until the mid-19th century, and we have no way of knowing when or where this story takes place. So let’s avoid assumptions, shall we?
On the 5th screen, the player is introduced to a new concept: fire. The fire is represented by a red triangle, and it quickly becomes obvious that it is to be avoided.
At first glance, this screen is confusing — that is, until the player rationalizes that there’s a reason fire would prevent Blue from leaping across the gap. Instead, the player must have Blue run across the first set of gaps, jump across the middle set, and run again across the second set of gaps. This is accomplished by continuously holding down the right arrow when traversing across the outer set of gaps.
As with the third screen, the text here serves as a clue. In this case, Blue takes an alternate path by going through the gray tunnels.
This is one of the few screens to use the mouse as a set of controls. Here, the player must click the brown blocks to remove the barriers and allow Blue to pass through.
This is one of the cleverest screens. Once again, the mouse must be used, and the text gives the player a hint that Blue must be clicked and dragged to Pink. Without the text, the player would be totally lost. Also, the words make it apparent that Blue is willing to get “dragged” around to reach Pink.
This screen seems to indicate that reaching Pink is impossible. However, instead of using traditional “I-must-avoid-pitfalls” logic, the player must instead allow Blue to drop down in a symbolic leap of faith. One the player hits the ground, he or she will found out that it’s solid and can be safely walked across.
This screen outright defies the rules that the game had previously set in place. Blue can now stand on top of the fire to reach Pink.
This is one of the oddest screens yet. The player must allow Blue to simply stand in place. Eventually, Pink will float directly across to the left side. This is the only time Pink actively pursues Blue. Wheras Blue sometimes had to risk life and limb, Pink manages to reach Blue effortlessly and is even able to float right through solid walls.
On this screen, the player finds out that Blue cannot jump; instead, the player must allow Blue to fall onto the purple blocks, which act as bouncy, trampoline-like objects that give Blue the necessary lift to get to the other side.
The player will quickly learn that, just as the text says, the world is “crumbling.” Thus, Blue must jump across the blocks, which fall shortly after they are stood on. This is a traditional level design technique that can be seen in many platform games.
I found this to be the only remotely challenging screen. Blue has to leap blindly across platform to platform, only the platforms are invisible. Occasionally, the screen will briefly flash and give away the location of the platforms.
Once again, the purple blocks act as trampolines. In order to reach the purple blocks, the player must align Blue at the edge of the first platform before jumping.
Here, whenever the player presses up, Blue will get an upward boost through the air. So Blue must be daring and fly to the platform Pink is standing on.
Philosophize all you want, but Keybol clearly states the game’s intentional pretentiousness.
When the player moves Blue closer to the edge, more words appear. The game’s ending is purposely made ambiguous, as to mock the trope of developers who insist that the player come up with his or her own interpretation of the story based on the clues — or lack thereof — given. Braid and Limbo are two well-known examples of this trend.
Pretentious Game even takes a stab at achievement points. You can obtain your own 5-point “Forever Alone Badge” by “[Completing] your pretentious adventure.”
Pretentious Game is not to be taken seriously; it’s clearly meant to be a parody and critique of the contrived nature of certain “high art” games. Personally, I think Keybol does an excellent job at expressing this message. However, I also try to stay open-minded. While pretentiousness in art can but off-putting, it also has just as much right to exist as any other kind of art. I mentioned this in the “Evolution of Video Games — The Future” section of my article, “My Time at The Art of Video Games,” in which Kellee Santiago was asked about “pretentious” games.
I suggest giving Pretentious Game a try. It only takes a few minutes to go through, and I’d like to hear everyone’s take on it. So please post your responses in the comments section!



























