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Bruxólico Inspirations and thoughts
For some time now, I have had a desire to make a game inspired by the
traditional culture and folklore of the place where I was born, grew up, and
have lived. In 2019, I made a demo of the game's first stage for modern
computers in Mega Drive-style graphics. The game was already named Bruxólico,
and the general idea around the story of the bottomless well was defined in my
head. But I had to leave the project on hold to finish other things I started
earlier. Now, finally, I can present the final, matured, and polished result,
in multiple aesthetic languages, or multimedia if you prefer to call.
This has been my most ambitious project to date. Not only because it was
a large game by the standards of those I have made before on 8-bit computers
but also because of my search to do "something more" than just a
game. In my mind, the game and the illustrated book, as well as other related
arts, complement each other and together have a different effect than when
enjoyed separately. It was eight months of intense work, 8 to 14 hours a day,
5, 6, sometimes 7 days a week, designing, programming, making graphics,
composing music, writing, illustrating, and other productions and
post-productions that a independent and authorial work requires.
For the narrative of the illustrated book, I took inspiration from the
greats like Saint-Exupéry or Lewis Carroll, even though I know I cannot reach
their level. For me, the reading needed to work with enough layers to interest
both a child and an adult. Also, it had to work both in isolation and together
with the game, although only the latter option gives a complete overview of the
story and characters. That's why I didn't get too caught up in describing the
creatures, which are detailed in the illustrations, or the action scenes, which
are exactly the game's experience.
The idea of layered reading, using witches and the whole universe of the
story as metaphors, also aims to honor the work of Franklin Cascaes, the main
artistic inspiration for the game's universe. His work not only depicts old
folk customs and legends but also creates and uses them as metaphors to express
his worldview. Without intending to make a biography, even a brief one, it is
necessary to synthesize who he was and the importance of his legacy.
Franklin Joaquim Cascaes (1908-1983) dedicated his life to a work that
not only recorded a local culture, originating in some measure from the Azores
but also created a whole imaginary and a unique art. He would drive his Kombi
to the old communities on the island and do field studies of customs and
legends among the people. Then, he would produce sculptures, drawings, and
tales that portrayed this culture. Finally, he would return to the community
and hold exhibitions, giving feedback to the people and showing that their
customs and legends were worthy of recording and memory, of becoming art.
Many of these legends and customs initially came with immigrant settlers
from the Azores Archipelago in Portugal. But here they gained their own
characteristics and merged with many other traditions. There is an old
anecdote, said to be true, that when Cascaes first visited the Azores, he was
surprised that the Boi-de-Mamão (Papaya-Ox) festivity did not exist. Despite a
certain previous heritage, the "displaced" culture always develops in
a unique way. The Cult of the Ox, as a figure of fertility in the narrative of
death and rebirth, is present in many ancient cultures. The dances and the play
of Boi-de-Mamão also have a lot of influence from the culture brought by
enslaved Blacks, as well as the indigenous peoples who were subjugated here.
Legends and mythical creatures such as Boitatá, a corruption of M'boitata, the
Tupi "Fire Snake," are the fruit of this unique development and
mixing of traditions "by forceps."
Although the tales and illustrations of witches are only a part, and not
even the largest part, of Cascaes' work, it was the one that gained greater
prominence due to its fantastic nature. I think that Peninha, knowing the
appeal of these stories, was one of the great responsible for this fact.
I do not see the mystical creatures of the drawings and tales left by
Cascaes as an end in themselves, but also as a means for him to speak about
other real themes: metaphors beyond. I believe that he saw witches as
materializations of misunderstandings, fears, repressions, and other conflicts
that people experienced.
For those who are willing to search on the internet for images of
Cascaes' works, they will quickly recognize several creatures that are also
present in the game, such as bewitched brooms, or the Witchlish Swing, among
others, as well as the ones that I created based on this rich and fantastic
universe.
The fairy creatures in Bruxólico are not only a tribute to Cascaes, but also a reason to talk about and show my view of our culture and the place where I live, my vision of this world and its problems. That's why I portray places like some of the old trails in the city, such as Gravata or Sertão do Assopro, which I have already walked along with my wife, who loves to be in touch with nature and appreciate the natural beauty of the landscapes. In the last three years, she patiently listened to all my ideas for the game while I was inspired by the native forest and information about these ancient paths. I think I created more than half of the game's levels on my head while walking these trails.
It was also through Ju's history thesis, more than 15 years ago, that I
learned a lot about Cascaes' figure and the discussions about the political
meaning of his life and work. This debate even inspired me to compose a song
titled "Mané" and make a completely pixel art music video for it in
2008. It was a critique of the real estate exploitation of the Island and the
way culture is treated here, with references to political events of that time.
Another important contribution to the game's maturity and narrative came
from the initiative and invitation of my friend Luiz Souza to collaborate with “Anacronia
Magazine”. The interviews we did with Peninha greatly fueled my imagination.
But also, the dialogue with my friend's production is part of it all. He who
noticed in a very original way a relationship between the "Mendes Goat"
from hermetic literature and the figure of Boitatá, and reinvented the concept
of Matárius, the "beach of forgetfulness".
Well, talking about it with Luiz, he asked me what would be the reason,
the intention of the creature in being sighted. I said I wasn't sure, but that
it probably just wanted to be seen. Based on his readings in Hermetic magic,
especially the concept of "form-idea", Luiz created a tale called
"Ghost Ox", describing how these fantastic creatures only exist as
long as they are remembered and worshipped because if not, they end up in a
place called Matárius, the beach of forgetting. If you found the idea familiar,
it's because it's in many places, like Neil Gaiman's "American Gods",
which certainly got it from the same source as Luiz, the Hermetic literature.
Regarding the aesthetic choices of the game, I need to point out a few
things. It's been almost 10 years since I create authorial video game. Lately,
I've been working a lot within the limitations of these 8-bit computers from
the 80s. I'm still amazed at how memory limitations force us to come up with
creative solutions, and how this also gives me new ideas for the general
aesthetic creation of the game.
At other times, I've talked a lot about the technical limitations and
memory limits of these computers, and even the "Engine" I’m using,
MPAGD. The main thing is that I continue to use these large blocks of 8x8
pixels to draw the backgrounds and illustrations that are in the game and in
the illustrated book. I try to do pixel art with an esthetician's head, like a
painting, always considering the image as a whole and not just its individual
elements.
In the quest to make the scenarios "alive" and detailed, I
chose a "fake 3D" visual. Thus, I created an effect that is visually
impressive and also contributes to the "level design": I make it
clear to the player what is the background scenario and what are the elements
with which he collides and interacts, such as the ground, platforms, walls, and
enemies.
In an attempt to overcome the technical limitations of the machine, the
Engine, and my own limitations as an artist delving into programming rather
than being a coder, I created ways to simulate the screen scrolling by using
sprites (the small elements that can move freely on the screen like the player)
that are programmed and conditioned to a variable that turns their movement on
or off. Despite the maximum limitation of 12 sprites per screen, it was
possible to manage the resources and have the player, their attacks, and the
enemies, along with these effects, all moving simultaneously.
I talked about this idea with Filipe Veiga, asked if it was possible,
and if any past or present developer had used this feature. He then introduced
me to the games of Automata, and in particular their masterpiece, the game
"Deus Ex Machina," which I found fantastic. I can only draw a
parallel between such an innovative and astonishing game and something in the
style of Pink Floyd's "Another Brick on the Wall" movie. I was sure
that I wanted and needed to use this feature in Bruxólico, not in an
experimental or as well-executed way as the folks at Automata, because I don't
yet have the means to program synchronization between my game's action and the
audio in that complex way, but in a creative way that added to the player's
experience.
These were some of the main inspirations and reflections of these 8
months of Bruxólico production, a game that has actually been gestating for
much longer. Like in previous works, it is the synthesis of many ideas and
objectives that I have set for myself when creating my games. From the idea of
not ending the creation solely in the game, but expanding it to other aesthetic
languages, to always being in dialogue with culture, with the artistic
productions that I have access to in various languages, whether comics, cinema,
literature, visual arts, etc., from different eras.
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