Showing posts with label opinion. Show all posts
Showing posts with label opinion. Show all posts

Tuesday, 7 July 2015

Walking A Mile In Another's Shoes



It is rare that I come across a game that actually encourages me to examine my own beliefs and principles, and challenges me with multiple perspectives on situations that I would probably never experience in real life.  Unrest is one such game.

From the start, I was put into the shoes of someone in a difficult situation - a peasant girl whose parents had arranged a marriage for her.  There were various ways of dealing with the expectations and attitudes of her parents, relatives and friends - violent, accepting, defiant or even sometimes light-hearted.  No single choice or approach was ever really pushed over the others, although violence carried more risks than the other approaches.

One thing that kept sticking out in certain dialogues and situations was the difficulty of deciding which approach or choice was the most appropriate.  Was it better to defiantly assert her individual rights and risk alienating her friends and/or family in the process?  Or was it wiser to simply accept her lot in life and sacrifice some of her individual freedoms and happiness?

Other characters, with equally challenging circumstances, were presented:  a priest working at a local temple in the city to feed his family, a Naga (snake-like mythical creature) diplomat sent to negotiate on behalf of their empire, a princess whose parents are murdered in a brutal coup, a mercenary working for the perpetrators of the coup.

Questions of faith, loyalty, economic status and racism/speciesism are raised.  The priest is faced with the challenge of whether to keep working at the temple even as uncomfortable questions regarding his superiors and their activities arise.  The Naga must deal with near-constant racism/speciesism and xenophobia directed at their species and empire.  The princess is forced to flee for her life and must decide how she will deal with the people who murdered her parents, as well as how to take back power.  The mercenary has to grapple with the knowledge of what he supported and what his employers have perpetrated in order to gain power.

There was no "perfect", neat, happy ending.  No triumphant fanfare or celebrations.  Only more uncertainty and unrest.

You can get Unrest from GOG.com here.

Wednesday, 3 June 2015

To The Moon - Quality Over Quantity

So many games these days are expected to deliver dozens or even hundreds of hours of gameplay. It's expected, sometimes even demanded by many gamers, a lot of whom profess themselves to be "hardcore gamers". There's nothing necessarily wrong with a lengthy experience, as long as its filled with worthwhile content and it's well paced.

However, there's also space for much shorter, and perhaps more poignant, games. Games that deliver a hefty emotional payload and multiple memorable moments. To The Moon is one of those games.

The gentle, twinkling opening theme eased me into the opening minutes, and soon I got to acquaint myself with the two protagonists, Dr Eva Rosalene and Dr Neil Watts. Their near-constant barbs and jabs at each other helped leaven the sometimes heavy emotional atmosphere of the story, even if they sometimes acted outlandishly. Ultimately, they stick with each other because of their shared determination to help an old man fulfil his wish of going to the moon (sort of). They remain loyal to each other because of their work relationship and their friendship, despite fighting along the way to their end goal.

As for the main story, it basically requires guiding the two protagonists backwards through the memories of the old man, Johnny, in order to find a way of fulfilling his dying wish. The things they find in those memories are extremely personal, sometimes disturbing, and often very moving. They end up seeing things they wish they hadn't, and having to make compromises they would rather not.

It's all worth it in the end, though. The final scene left a warm glow inside me, along with the enchanting twinkling of the piano and soaring vibrations of the violin. Many hard truths about the characters and about life were revealed in the game: being different is lonely, being ordinary can feel stifling and boring, sometimes sacrifices must be made for the sake of the ones you love, or for the sake of your passions. But some beautiful revelations were also offered: the importance of having family near you, appreciating the people who make you who and what you are, exercising compassion and empathy for all living beings, especially those who are different or are struggling inside.

To fail to be moved by anything the game showed me would have required a cold, barren heart. But move me it did, and left me with bittersweet feelings of melancholy, nostalgia, and hope.

You can buy To The Moon here.