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Jun 6th, 2018 at 13:29:18 - The Novelist (PC) |
The Novelist is a game about a novelist. And his wife and son. It's a simple narrative set inside a house. You play as a muse (or ghost, or spirit) in the house. You see, The Novelist begins, as so many stories about writers do, with the family coming to the house for the summer so the novelist can conquer writer's block and finish his book. The Shining and Alan Wake this is not. The only horrors are the incessant demands on your time and attention of your wife, son, editor, friends, and extended family.
The game is broken up into three months, and you play three significant days within each month. On these days, the family experiences conflict, and it is up to you, the muse, to float around the house reading letters, diaries, magazines, looking at pictures, and exploring the characters' memories, in order to find out what each character wants. In your snooping, you can walk or you can travel between light sources by "possessing" them. This is important because the game has a stealth mechanic where if family members see you, they will become suspicious. Linger too long, and they'll become spooked and you can't choose their daily resolution or compromise. At the end of each long day of snooping, you decide how the novelist should proceed and whisper in his ear at night how to manage the conflict (because he's the only one who can make final decisions in the family--burn the patriarchy!).
Of course, you can't give everyone what they want. Only one person gets what they want! Then you can choose a second person to compromise, and the third is left unhappy. Unfortunately these options are pretty predictable and repetitive. The novelist struggling with writers block generally wants to spent his time writing. The wife, struggling with her husband and their marriage, generally wants intimacy or support. The son, who is probably 6 or so and has a learning disability and trouble making friends, always wants the novelist to play with him or take him somewhere. No matter which decision you make each day, one person is happy, one person's outcome is something like, "She was disappointed (they're always disappointed) that Dan didn't quit working promptly at 7:00 and spend the next four hours cuddling on the couch with her, but she was happy that he quit at 8:00 instead of 9:00 and only drank 1 bourbon instead of 4," and the third person is invariably upset.
I don't think there are many endings for the game. At the end of mine, the novelist was offered a university position, even though, as far as I could tell, he only has a BA and has published 1 book aside from the one he's writing in the game. They also refer to his position as both assistant professor and associate professor, and claim that "the sabbatical program is very attractive," which means the writers don't know how professorships work. To take the job, the family had to move, so the wife is disappointed that she can't work for an art non-profit. Despite the novelist crushing her career goals, the game says a few sentences later that the couple lived in a honeymoon marriage madly in love for the rest of their lives. Aw. The son, who I only gave what he wanted one time, grew up to be an isolated teen doing mediocre in school, and worked odd jobs in his 20s with few friends. Hey, it's not my fault! How does one summer mess a kid up so much?
I wouldn't bother with this. It's slow, borderline tedious, with no payoff. It would take 20 minutes to read this story instead of 2 hours and 20 minutes to play it, and you wouldn't lose anything because you don't see characters interact anyway. There's no humor and it's too serious and overdramatic. I didn't like the wife much, and I really disliked the kid. If this is what having a family is like, I don't want one, seriously. I did connect a little to the novelist, but I guess that's because I write and have experienced a lot of the pressures he is under, including struggling with time management and scheduling, and he is a teacher now. I do wonder if he'll ever get a sequel though.
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Jun 5th, 2018 at 21:20:41 - Little Inferno (PC) |
As the game approached its climax, I had begun feeling like I was wasting my time. Burning consumer goods from mail-order catalogs in a fireplace and trying to piece together 99 combos was making me a little crazy. "What the fuck are three items that will give me a MANLY COMBO??" "This stupid combo needs something cold, but there are FOUR COLD ITEMS! AAAH!" The game started throwing nuggets of significance my way a little earlier, but once the climax hit and the game fundamentally shifted, I understood.
Little Inferno is basically Plato's allegory of the cave. The game is played facing a fireplace (Little Inferno Entertainment Fireplace). You order consumer goods from mail-order catalogs and burn them. When you burn items, you get more money than you paid for them in the first place, and you can also get tokens that speed up how quickly items are shipped to you (Amazon membership?). It's extremely repetitive action, but I got really into trying to figure out the combos. The animations and sounds from burning toys are amusing too. I also realized how irritated I got when something too a long time to ship. Just like in real life. You carry on letter correspondence with your next-door neighbor, who laments that there is a wall separating you. You write and mail some things back and forth, but then she goes and burns her house down. Accident with the fireplace?
I won't spoil the rest, but suffice it to say she starts putting ideas in your head, ideas that make you think you might be real. The gameplay then changes and the player gets a lot to think about. Our entertainment can lure us into comfort or serve as an escape, making it easy to ignore the wider world, our responsibilities, other people and events. Often we are lonely, isolated, and we don’t exist in the world, but digitally or in our fictions. We see the shadows and flames and call it reality, choosing not to turn our heads away from the screen and take advantage of the experiences in the big (scary) world.
It's not just the screen that provides warmth and draws us near, but the chill of an increasingly isolating, bureaucratic, rationalist world pushing us toward what can comfort us. Sometimes it repels us, and other times it lulls us. In Little Inferno, everyone has to burn things in their personal fireplaces because it's been getting colder and colder, constantly snowing. The receptionist at Tomorrow Corporation embodies this rationalization, and the conversations your character has with adults are absurd in part because of the scripts the adults follow in their jobs. You are a customer, nothing more.
The game tells us to go outside. There’s a whole world of experiences for us to go get. We can have meaningful relationships with other people who are “through the wall." I find a very anti-consumerist message here too. Burn your things. They are keeping you from new experiences. But, as the game keeps telling you, once you leave the cave, you can never look back. We're changed by experience, by responsibilities, by transitions in life. Another reading of this is that it's talking about transition between childhood/adolescence and adulthood. When the early stages end, we have to go out into the world. But as I said above, it's not easy. It can be cold, not warm and cozy like your hearth. You’ll have to pay. People won’t always help you. But that’s okay because you'll grow through your experiences. I'm sure there's more commentary here I haven't thought about much, such as how we play games, but I'll be thinking about this one for a while.
Excellent game. The end is worth the journey of burning stuff.
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Jun 5th, 2018 at 14:50:33 - Proteus (PC) |
Neat pixel art exploration game. You spawn in the ocean and make your way to an island, which is different every time you play, save for some landmarks that will appear in different places. It's beautiful to look at, and the music is procedurally generated. As you walk, it ebbs and flows, new instruments and sounds come to the fore. Find a creature, and it hops away to do-re-mi. I chased a lot of creatures into the sea. I wore headphones and walking around the island was sensory bliss.
There is one landmark that you find that can move the game forward if you sit there overnight and watch the stars pulse and streak overhead. You can progress the game in this manner through seasons, and at the end you get a surprise. The seasons just change the color palette mostly. Trees will also shed their leaves in the fall, there is snow in winter. The whole experience lasts under an hour, and if you don't figure out how to progress the seasons, you might get bored from wandering aimlessly after 15 minutes or so.
I can see turning this on to relax and letting the music wash over me.
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Jun 5th, 2018 at 11:02:29 - Lifeless Planet (PC) |
In Lifeless Planet, you play as an American (?) astronaut crash landed on the titular lifeless planet (surprise: it's not Mars!). Your crew is dead, but there's something perplexing. Your scans showed the planet teeming with life, but it appears barren! As you begin to explore this linear puzzle platformer world, you come across signs that the Russians attempted to colonize the planet during the Cold War after discovering a mysterious portal. The story unfolds from there, as you learn what they set upon doing on the planet, and how everything went wrong. It's actually a sad little story with a surprising amount of emotional punch.
The game nails its atmosphere. It's eerie from the beginning, with equal parts wonder and dread. When you see your first alien construct and the bass rumbles and the orchestral strings rise, you'll feel like you stepped into 2001: A Space Odyssey or something newer like Interstellar or Arrival. I played it on my TV with surround sound, and the bass shook the walls. I can't say enough great things about the score. The visuals look bland and textureless up close, but actually create beautiful landscapes and vistas in the right spots. Some of the game takes place on high places, and you should take the time to look around.
Cool stuff aside, the puzzle platforming is only mediocre. I lost a lost of time redoing platforming sections because the space man is imprecise to control. You can jump and boost once with your jetpack (and multiple times when you get some extra jet fuel for longer platforming sections). It's hard to control his direction. Like, if you jump a little to the left of your target, you can't really correct mid-jump. You'll die a lot because of this. The puzzles are generally easy, and only difficult when you didn't see something that wasn't obvious. For example, I spent about 45 minutes on the crater level trying to walk a wire tightrope to get across a chasm. But that wasn't the solution. Turns out there was a tiny button on a tiny shack inside the crater and then off through a gap to the right. Granted, there was some steam which, in retrospect, signaled to go over there, but the game led me to believe I could walk across this wire. I was to the point of thinking it was bugged, and it's the only thing I looked up online. After I'd started trying to cross the wire, every time I died, it would respawn me on the wire! Why would it respawn me on the wire if that wasn't a checkpoint? I couldn't cross it because another wire came down from above connecting to the one I was walking. I even figured out where the high wire came from, and got really good at getting up to its origin. But then, oddly, I couldn't walk on it; I'd fall through it. This was weird because I could walk on the lower wire, and where the two wires connected, the upper wire stopped me. It also stopped me if I jumped from underneath it and hit it. But I couldn't walk on top of it.
Other puzzle elements and tools to solve them include: ability to pick up and push some objects; a couple 'place/push blocks in correct order' puzzles; a robotic arm tool to push buttons and move objects that your space man can't reach; dangerous plant life that lashes out at you, but if it misses, creates a root bridge you can traverse; power stations to turn on; etc. There could definitely have been more puzzles, or more complicated ones.
Anyway, I definitely enjoyed Lifeless Planet, despite its flaws. It's slow paced and goes longer than it should (clocked 5 hours, 44 minutes, but I'd say it should have been condensed to 4 hours or so). Makes me want a good space exploration game!
* Oh yeah, the ending is really cool. It gave me chills. *
This entry has been edited 1 time. It was last edited on Jun 5th, 2018 at 11:05:53.
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