Szlia
Member
Played trough two indies on PS4 recently, but both games are available on most platforms. The first was Tacoma by Fullbright, the makers of Gone Home. At a fundamental level, Tacoma is a very similar game since it also works on the idea of what one could call archaeological storytelling. The player character explores a place and, through this exploration discovers the story that took place in it. If Gone Home was infused with '90s nostalgia, focused on a romantic coming of age story, taking place in a maze-like mansion and the narration was done through environment, letters and recordings, Tacoma propels us several decades in the future on an abandoned space station where things went terribly bad. The station is not the maze the mansion was and its exploration is structured by your handler granting you accesses (the corporation that owns the station hired you to recover data and the station's AI) and while there are a numbers of mails, letters, chat logs to be found, the core storytelling device is that you can activate recordings of the station's crew that you view through augmented reality. This is a very peculiar device that in a way turns you into the spectator of a theater play except you cannot see the whole stage or hear all the actors from a single point. You have to get on the stage, follow the actors around and then rewind it all to follow another character or see things from a different point of view.
The whole mechanism is not very "gamey" in the sense that there is no fail state, no obstacle to your progression that needs to be overcome or moments where the player's understanding of the story is tested (there are passwords and keys that can be found and used but I believe they are all optional). What drives the game is the players' willingness to understand the story and to better know the cast of characters presented to them.
One might not be interested in what the game is trying to do, but what it is set on doing, it does pretty well. The story delivery device is interesting and, while a bit repetitive, it never becomes tedious. The story itself is pretty good even if not overly original ('corporation bad' is an unsurprising trope at work) and the Sci-Fi setting, both in visual design and concept, captures the imagination. That being said, it's difficult to be completely enthusiastic. It feels more could have been done with the mechanisms to involve the player. Surely there must be a middle ground to be found between this, that only requires the player to be a spectator, and something like Return of the Obra Dinn (another case of archaeological storytelling) that requires hardcore sleuthing. It also feels its delivery mechanism forces the story to not be overly complicated nor long, and, because of this, some of the most interesting core themes (AI) are not explored in the depth one would hope.
Lastly, there is something a bit strange which I am not sure is a result of design or activism or both. From a design standpoint, since the player must familiarize with a crew of 6 characters that are mostly seen through outlined virtual representations and that you learn about little piece by little piece, it's important to make them all pretty distinctive in appearance, character and life story. This is achieved very well as very quickly we are able to clearly identify the different protagonists. It's a clear case where diversity helps the storytelling, but in a strange way it does not really enriches the story because the different hopes and issues of this diverse cast are really universal in nature. In a way, that's kinda the point : the gay biologist does not have to be the token gay character in charge of conveying the plight of the gay men. In 2080, he is just a regular father and husband getting shit from the family he tries to provide for. But the strange paradox is that it's weird to paint as normal and not address at all a situation that by all metrics is not : 5 of the 7 human main characters are women, the only two married couples are gay, even including the extended cast (friends and family outside the station) there is not a single white dude in sight (well... the head of the corporation is a white dude)... doing that is strange and feels contrived if it's not thematized at all in the setting or the story. It might not be the intent, but it's difficult not to perceive it as some sort of over-correction ("Too many white dudes in video games, so let's go out of our way to make sure there is none in our game!"). This slightly grating state of affairs does not sour the experience because it does not prevent the characters from being relatable.
The other indie I played through was 198X. This game suffers from what I would call the kickstarter effect : games that have a very cool premise or concept, but in the end deliver the bare minimum. Here, the very cool concept is to tell a coming of age story set in the late '80s through the games a teenager played at an arcade. You get 16bit pixel art galore for all the cut scenes, synth wave in the soundtrack and then several fake late '80s / early '90s games that are slightly altered. A kind of Scott Pilgrim that goes a meta step further (not a graphic novel about a teenager inspired by video games, but a video game about a teenager inspired by video games !) mixed with retro sabotages, what's not to like ? Well.... while the cut scenes work very well and certainly scratch a nostalgic itch, they also seriously test your endurance to overwritten voice-over packed full of clichés (though I enjoyed the neurasthenic delivery). We also never get to sink our teeth into the meat of things, because the game as a whole feels more like a proof of concept than a final product. The story basically ends with a "to be continued" after the exposition (still 90ish minutes to reach that point).
The fake games (a beat'em all, a driving game, an horizontal shoot'em up, a japanese themed action platformer and a dungeon crawler) have their moments, but they mostly underline how seemingly rudimentary games are difficult to design properly when it comes to balance and (shout out to Tim Rogers ) friction (roughly : the feeling of corporeality of the characters conveyed by the relationship between player inputs and character movements). Where the game shines is in the few moments the fake games stray away from the norm : it's the camera that slowly pans away from the action in the beat'em all, it's a section of the driving game that is suddenly overlong to allow for a voice over to set in or, to a lesser degree, it's the dungeon master using fourth wall breaking insults in the dungeon crawler. In a cruel way, these just hint at the great game 198X could have been : a fully fleshed experience packed full with clever and productive retro game alterations. Sadly, that game is probably condemned to remain in the hopes and dreams of the backers. What we got instead is just the ok trace of what could have been.
PS: I discovered watching the credits that famous 16bit era japanese video game composer Yuzo Koshiro (people mostly associate him with Street of Rage or Wonderboy, but for me there are lame and it's all about Actraiser) got hired to do the music of the action platformer section. The track did the job but did not leave a lasting impression.
The whole mechanism is not very "gamey" in the sense that there is no fail state, no obstacle to your progression that needs to be overcome or moments where the player's understanding of the story is tested (there are passwords and keys that can be found and used but I believe they are all optional). What drives the game is the players' willingness to understand the story and to better know the cast of characters presented to them.
One might not be interested in what the game is trying to do, but what it is set on doing, it does pretty well. The story delivery device is interesting and, while a bit repetitive, it never becomes tedious. The story itself is pretty good even if not overly original ('corporation bad' is an unsurprising trope at work) and the Sci-Fi setting, both in visual design and concept, captures the imagination. That being said, it's difficult to be completely enthusiastic. It feels more could have been done with the mechanisms to involve the player. Surely there must be a middle ground to be found between this, that only requires the player to be a spectator, and something like Return of the Obra Dinn (another case of archaeological storytelling) that requires hardcore sleuthing. It also feels its delivery mechanism forces the story to not be overly complicated nor long, and, because of this, some of the most interesting core themes (AI) are not explored in the depth one would hope.
Lastly, there is something a bit strange which I am not sure is a result of design or activism or both. From a design standpoint, since the player must familiarize with a crew of 6 characters that are mostly seen through outlined virtual representations and that you learn about little piece by little piece, it's important to make them all pretty distinctive in appearance, character and life story. This is achieved very well as very quickly we are able to clearly identify the different protagonists. It's a clear case where diversity helps the storytelling, but in a strange way it does not really enriches the story because the different hopes and issues of this diverse cast are really universal in nature. In a way, that's kinda the point : the gay biologist does not have to be the token gay character in charge of conveying the plight of the gay men. In 2080, he is just a regular father and husband getting shit from the family he tries to provide for. But the strange paradox is that it's weird to paint as normal and not address at all a situation that by all metrics is not : 5 of the 7 human main characters are women, the only two married couples are gay, even including the extended cast (friends and family outside the station) there is not a single white dude in sight (well... the head of the corporation is a white dude)... doing that is strange and feels contrived if it's not thematized at all in the setting or the story. It might not be the intent, but it's difficult not to perceive it as some sort of over-correction ("Too many white dudes in video games, so let's go out of our way to make sure there is none in our game!"). This slightly grating state of affairs does not sour the experience because it does not prevent the characters from being relatable.
The other indie I played through was 198X. This game suffers from what I would call the kickstarter effect : games that have a very cool premise or concept, but in the end deliver the bare minimum. Here, the very cool concept is to tell a coming of age story set in the late '80s through the games a teenager played at an arcade. You get 16bit pixel art galore for all the cut scenes, synth wave in the soundtrack and then several fake late '80s / early '90s games that are slightly altered. A kind of Scott Pilgrim that goes a meta step further (not a graphic novel about a teenager inspired by video games, but a video game about a teenager inspired by video games !) mixed with retro sabotages, what's not to like ? Well.... while the cut scenes work very well and certainly scratch a nostalgic itch, they also seriously test your endurance to overwritten voice-over packed full of clichés (though I enjoyed the neurasthenic delivery). We also never get to sink our teeth into the meat of things, because the game as a whole feels more like a proof of concept than a final product. The story basically ends with a "to be continued" after the exposition (still 90ish minutes to reach that point).
The fake games (a beat'em all, a driving game, an horizontal shoot'em up, a japanese themed action platformer and a dungeon crawler) have their moments, but they mostly underline how seemingly rudimentary games are difficult to design properly when it comes to balance and (shout out to Tim Rogers ) friction (roughly : the feeling of corporeality of the characters conveyed by the relationship between player inputs and character movements). Where the game shines is in the few moments the fake games stray away from the norm : it's the camera that slowly pans away from the action in the beat'em all, it's a section of the driving game that is suddenly overlong to allow for a voice over to set in or, to a lesser degree, it's the dungeon master using fourth wall breaking insults in the dungeon crawler. In a cruel way, these just hint at the great game 198X could have been : a fully fleshed experience packed full with clever and productive retro game alterations. Sadly, that game is probably condemned to remain in the hopes and dreams of the backers. What we got instead is just the ok trace of what could have been.
PS: I discovered watching the credits that famous 16bit era japanese video game composer Yuzo Koshiro (people mostly associate him with Street of Rage or Wonderboy, but for me there are lame and it's all about Actraiser) got hired to do the music of the action platformer section. The track did the job but did not leave a lasting impression.
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