THE TALE OF THE FOX AND THE CRANE
The Tale of the Fox and the Crane is an art game installation to play with the Kinect, the motion sensor device. The game’s mechanics combine elements of sidescrollers and adventure games. The game proposes a clear installation-esque experience, as the classic computer screen is replaced by an enormous projection on a wall in front of one or two players, promoting an immersive experience in the natural landscape described by the narration. This project was inspired by the Japanese concept of Kitsune no Yomeiri, a folk legend and metaphor that refers to the link between two phenomena: rain on a sunny day and fox’s weddings. These two phenomena intertwined are supposed to produce a torchlight procession that winds through the mountains and that can be seen very late at night as Will-o’-the-wisps or bright lights. The Tale of the Fox and the Crane is a love story between a fox and a crane based on their symbology in Japanese myths and art.
During the gameplay, player must join the narration to promote the love story between the two animals: first, by exploring and interacting with nature (in order to promote, through nature’s strength, the union of the two beings) and then by interacting with the couple, so as to carry out actions that deepen their love.
The game has painterly artwork and mixed traditional and Cut Out animation techniques.
The Tale of the Fox and the Crane was originally commissioned by Lujan Oulton for the 2015 edition of Game On, El arte en juego. It was presented that same year at the Centro Cultural General San Martín, in Buenos Aires, Argentina.
Art, Design and Production: Laura Palavecino
Programming: Diego Juodziukynas