Titanic II: Orchestra for Dying at Sea

Titanic II: Orchestra for Dying at Sea

released on Jun 10, 2022

Titanic II: Orchestra for Dying at Sea

released on Jun 10, 2022

Tragedy is comedy & comedy is tragedy. In this allegorical game, sacrifice your life to save the one you love from drowning in the icy waters of the Atlantic, sink to the bottom of the ocean floor and experience the strange, eccentric, haunting world between life and death, memory and reality.


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Un ejemplo bastante logrado de vandalismo cultural que se asemeja a una instalación de arte del movimiento No Wave. Al igual que DK hizo con Oikospiel y Kate B con Pottergame, hay algo juguetón y gamberro en a estas figuras retorcerse y descontextualizarse. Sin embargo, en el fondo se trata de un intento serio de reconciliar nuestra propia mortalidad. Por tonto que sea el marco (y el propio autore lo reconoce mostrándote su Discord), esta obra acaba sintiéndose muy Millennial por la forma en que aborda la muerte y la idea de desaparecer. No sé qué pasará cuando llegue el final, pero este juego cree que estaré inmerso en basura cultural y acabaré pasando sin darme cuenta.

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A great work of cultural vandalism that sits closer to a No Wave art installation. Just like DK did with Oikospiel several years ago and Kate B did with Pottergame, there's a playful nature in seeing these models twisted and dcontextualized. Deeper than that though, you have a frank attempt at trying to reconcile with one's own mortality. As silly as the framework is (and the author themselves lampshades the fact by showing you his discord messages), this work can't help but feel distinctly Millennial in the way it approaches death and the idea of disappearing. I don't know what I'll experience when I'll confront my own end, but this game thinks that I'll be way too immersed in meaningless cultural detritus to notice.

El shitposting es lo mejor que hay

This review contains spoilers

I worried that this game would be a little too memelike for me. But it ended up having some cool technical bits going on and using sound and light in really interesting ways. I was particularly moved by the cello scene, and I found myself imagining the dull disappointment that a similar scene in a AAA context would likely fill me with, while this game pulled it off with a golden zelda poké-whale. At the same time that I kept clicking and walking around wondering what to do next, I was really impressed by the way it maintained my attention over time and paced things out.

"Never let me go, Jack"

We look upon the ocean, us, we foolish creatures, with our feet planted to the soil, incapable of knowing just how deep the Earth is beyond the six feet below we'll be buried. Incapable of feeling anything other than air fill our lungs without dying, dying, dying slowly and painfully.

We dull knives, attempting to cut land like cakes, and flesh like butter. We stupid, knife-swinging braggarts, thinking we can slice the ocean, too, that water could be our servant to take us on jolly cruises.

We built our tools to build our blades. We built our tools to build our wharves to build our boats. They, the blades we cut into the ocean's skin with, merely scratch its enormous surface, and soon, we sink down in it... And all language becomes meaningless signage in the blubbering of our submerged lungs.

All our life snuffs out, like throwing a body to the sea is the same as throwing a lit candle.

Sometimes, our human bodies look like Mario Mario. Sometimes, we sink to a whale fall, and there, the residue of the electronic toys we enjoyed, impossible to play underwater, becomes physically manifest on the ocean's bottom; a cavalcade of trash born of our, at the hands of sea-detritivores, soon-devoured brains.

We pass by our life like it's a museum. We can't read the plaques, and only the sea is left of it. You have no more life. You've drowned.

Titanic II. In theatres, now.

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Titanic II: Orchestra for Dying at Sea is a strong little game. I like it immensely, but found the deafening, rising scream of the music genuinely prohibitive for those with sensory processing issues. The point is appreciated though, and I got a lot out of this philosophically, and from the perspective of a design-ethos - repurposing and creating with the old, the pre-made - in short, making 3D collages - is great, and I hope to see much more in this vein as time goes on. If you let it in (which you should), Titanic II has a lot to give.