Showing posts with label The Wreck. Show all posts
Showing posts with label The Wreck. Show all posts

Saturday, March 5, 2022

A Novel Approach

Two more demos from Steam's Next Fest today; one wishlisted immediately, the other on the "maybe" pile. Steam describes both as "Visual Novels". Let's start with the warm-up act, Night Cascades.

I wasn't sure what to expect from this one. It comes with a daunting list of "Mature Content" advisories: "Contains discussion of same-sex relationships, homophobic attitudes, smoking, alcohol use, mild rude language, occult symbolism, misrepresentation of religion, and corporal punishment. Contains suggestive romantic scenes between two adult women". A couple of of those promised to be new gaming experiences for me. I'm pretty sure I've never been warned about "misrepresentation of religion" in a game before.

The demo really doesn't live up to the promise (Or should that be threat?) of a list like that, although to be strictly fair, almost everything in there does make a nominal appearance, if only by allusion, with the notable exception of corporal punishment. The whole thing takes place in a single location, a small, cluttered office in a police station, somewhere in the early 1980s.  The action, such as it is, consists of a lot of conversation and a couple of "puzzles" in the form of photographic evidence from the crime scene.

There are three characters: a male police officer, who may or may not hold those aforementioned "homophobic attitudes", a female police officer, who is gay but not out to her colleagues, and a supply teacher and folklore expert, who also hires out as an advisor to the police on cases of a supposedly occult nature. 

All three of these characters have pre-existing relationships of some kind, the details of which are explicit in the case of the teacher and the senior cop (She tutors his adolescent daughter.) and largely implied in the case of the two women. (They were at college together, where they seem to have had some kind of romantic and/or sexual relationship.)

The crime under investigation involves some witchy shenanigans in the local woods and the gameplay, such as it is, revolves around close examination of photographs. There's a lot going on, especially for a demo that barely lasts twenty minutes. You might wonder how they pack it all in and the answer is by having almost no moving parts.

For once, calling this a "Visual Novel" stretches the definition of "visual" more than it does "novel". The camera is static and so is the background. The characters are standees. All focus is on the dialog, which for much of the time fills a full third of the screen. Other than during the two evidence examinations, which themselves are no more than very basic exercises in clicking on images, all that's required of the player are a few mouse-clicks to keep the dialog rolling.

I lie. Even that minimal degree of interaction isn't strictly necessary; there's an Auto Play option, allowing the whole thing to unfurl like a very slow, minimally-animated cartoon, the kind that used to blight the TV schedules in the very 1980s when Night Cascades is set.

I quite liked it, other than the music, which is so annoyingly cheesy I had to turn it down to a murmur.  There's really no game here at all but I find it increasingly fascinating to observe the way a game-like interface, allowing even an extremely limited range of interactions, can successfully raise involvement far beyond what could hope to be achieved with the same content in more traditional media. If I came across Night Cascades as as an actual animation using this technique I very much doubt I would carry on watching for more than a few moments and I'm sure I wouldn't read it as a novel but somehow just having to press a button to move the text on makes me want to keep going.

I could if I wanted, too. The game, if we're calling it that, went live the day after Next Fest ended. It's not very expensive and there's a ten per cent discount for the first week. I'll pass, for now, but I'm reserving the option to come back later.

The second demo is for a game called "The Wreck", described succinctly on its Steam page as "A mature 3D visual novel about sisterhood, motherhood, grief and survival.". Guess what? Based on the demo it's all those things and more.

I haven't seen nearly enough Visual Novels to know how original The Wreck is but it felt very fresh to me. My default take on these things has long been to wonder whether the ideas they're trying to express wouldn't be better served by other, more established forms like movies or television, books or comics. As I mentioned above, though, the more I expose myself to the possibilities of the new forms, the more I begin to understand their discrete appeals.

The Wreck takes that to another level altogether. It's an experience I don't feel could easily be replicated, let alone surpassed, in a less interactive, more passive medium. That's not because there's a lot to do as a "player". There's no gameplay as such at all. And yet somehow there is and it's compelling.

The key difference between this demo and the one for Night Cascades is involvement. There's no conceivable way you could add an Auto Play option to The Wreck. It's very much an active not a passive experience but I categorically would not describe it as a game. There are sequences when you need to look closely into the screen and make a selection but they have none of the sense of being puzzles, even in the limited scale of those in Night Cascades. There are numerous dialog options but it never becomes any kind of "Choose your own adventure" with multiple outcomes, even though there's a palpable sense of mutabilty to the experience, all centered on small choices made in the moment.

Pull back. The first thing that struck me about The Wreck is how beautiful it looks. I took four screenshots in the opening few seconds, a car driving down a country road in bright sunshine. After that I was too wrapped up in the experience to take many more.

If the visuals are striking, so is the sound, specifically the voiceover that narrates the whole thing from the perspective of the central character, Junon. The studio behind the project is The Pixel Hunt, "an independent video games studio based in Paris." This, presumably, means the text and dialog is translated. If so, the translation, at least in the demo, is flawless.

The voice acting is better than that. The actor ("Actress" as the developer's website somewhat quaintly styles it.) playing Junon gives what have to be some of the best line readings I've ever heard in a video game. The nuance is extraordinary. The accent helps, if I'm honest. There's such a musicality about it.

Like Night Cascades, much of the demo is taken up with dialogs through which you navigate by mouse clicks but the two could scarcely be more different. For a start, The Wreck feels hugely more natural, the characters giving the impression of three-dimensional figures in a living world rather than cardboard cutouts in a store-room. 

Much more significantly, the clicks you make change things, only in ways you don't get to see. Certain words are picked out in different colors and those you can click on to get a response, usually from Junon's thoughts, but each choice you make moves the scene on with no explanation and no going back. What Junon would have thought or said had you made a different selction remains opaque.

I absolutely loved the enigma of that mechanic. There was none of the glib sense of choosing a path, more the momentary recognition of a passing thought. As an evocation of the way a mind works I thought it was unusual and powerful.

The whole demo is steeped in smart, effective and to me, at least, original processes that just work. There's an extended flashback to a memory from Junon's childhood, which you're able to roll backwards and forwards in time to catch fresh insights. It's the demo at its most gamelike but it still doesn't feel much like playing a game. 

Neither do the times when words appear scrawled or painted across the backgrounds. Nothing asks or tells you to click on those, it just seems like the thing to do. Apart from one or two basic tips on which controls to use, nothing ever really tells you what to do next and yet I always knew.

There's a scene where Junon, driving her car in an emotional state when she probably shouldn't be, veers off the road to avoid a deer and runs headlong into a wall. Everything in the car flies up around her in slomo. Nothing tells you to click on any of it and yet you know you should, so you do and on the game goes.

It's hard to describe and as I said I didn't take as many shots as I normally would to exemplify and clarify. I could go back and replay it, get the screens I need, but why? The demo's there, still, it's free and it takes less than half an hour. That would be half an hour well spent, I'd say.

Very highly recommended, although maybe I ought to add a trigger warning for anyone having issues around end of life choices. It's curious this demo gets nothing when the much more inoccuous Night Cascades comes with a basket full. 

Wednesday, February 23, 2022

The Fest Next Time


Kluwes
at Many Welps (Or, as it appears on my blog roll for some reason, I'm Not Squishy. I should probably update that...) was the first to alert me to the return of Steam's indie demo event, Next Fest. MagiWasTaken at Indiecator was next and no doubt a whole bunch of people will follow along soon enough. It's hard to resist such a smorgasbord of free gaming snacks, not to mention the way it makes for a series of very quick and easy to put together blog posts.

As I believe I've complained before, Valve does its very best to hide the festival in plain sight. I was logged into Steam all day yesterday and I still didn't notice it had started. Worse, even after I'd been alerted to its existence, it took me some time to find it on the chaotic "Features" page. I scrolled straight past it the first time.

I spent about thirty minutes flipping through the stacks of demos, looking for anything I might actually play. As usual, it was more of an annoyance than a pleasure. Even using the categories provided to winnow the chaff it's still heavy going and Steam itself does very little to make it easier. If there's a simple way to go back to the same place in the list after you've looked at a game's page, I couldn't find it.

You get what you pay for, as they say. I guess the upside of such an awkward, fiddly process is that it does save you from yourself. If it was easier, who knows how many demos I might have downloaded? 

As it was, I still ended up installing more of the things than I intended. My plan was to stick to just five. It seemed like a manageable number. Even with everything else that's going on I figured I ought to be able to play through five short demos and still have time to post about them before the festival ends and they stop working. They do that, some of them. 

I got caught that way last time. I missed out on a couple I left for too long. I don't think it's Steam's decision. I think it depends on the developer. Some of them are demos that are already up on Steam semi-permanently but others have been produced specifically for the event and switch off when it ends, or at least I think that's how it works.

In the end, I settled on eight titles. Seven I downloaded and one I added to my wishlist, not because I want to buy it but just to bookmark it for now. I chose not to install it immediately because the demo is gigantic by comparison to any of the others, over thirty times the size of the next-largest. That's because it isn't really a demo at all; it's the early access build of an mmo.


Tales of Wild is the game in question. Not, you'll note, tales of the wild, although since it's being developed by a Chinese studio that could be a wonky translation. Even though it's in the festival, I'm not sure it's really a demo and I'm not at all sure it's an mmo either. It's actually "an open world survival craft online game." because we really need another of those. I might get round to trying it at some point but I wouldn't count on it.

The seven titles I did download are all adventure games, most of them point-and-clicks. Here they are, in no particular order:

Crowns and Pawns: Kingdom of Deceit. "Legends of the past come back to life in this charming point-and-click adventure. Pack your bags and journey with Crowns and Pawns: Kingdom of Deceit through modern day Europe to uncover the secrets of the king who was never crowned."

The first one I picked, mainly because the graphics are bright and cheerful and it looked like it might be light in more than one sense of the word. The last several times I've done this I've ended up with more badly-lit, horror-inflected games than would normally be my choice and I'd like to avoid doing that again if I can possibly manage it. Looking at the full description, I see it's "inspired by classics such as Broken Sword, Still Life, Syberia and others", which raises my hopes considerably. Let's hope it can live up to that list.

Night Cascades. "The city is on fire, and the Devil is to blame - or is it? Two women must solve an occult-themed mystery set in an alternate 1980s while unraveling the secrets of their past. Hunt for clues and interrogate suspects in this interactive yuri visual novel."

I had to look up "yuri visual novel" but it's nothing that wasn't already was pretty much covered by the LGBTQ+ tag. A 1980s setting, female protagonists, paranormal activity and a detective plot. Should be right up my street. About all it's missing is a cat. Oh, wait...

Albert Wilde: Quantum P.I. "Solve murders, flirt badly, maybe discover a wormhole to another universe? Also, you’re a cat. " 

This is the real outlier in the bunch. There's gameplay footage in the trailer of Albert driving a car and it looks more like a YouTube stunt than a video game. The music's fantastic, too. The game's set in the 1930s, it's in black and white and it uses a 4:3 aspect ratio, all of which I think is meant to make it feel like an early TV serial. It's also "First person controller from a cat's perspective", whatever that means. I'm looking forward to this one.

The Wreck. "Follow failed screenwriter Junon as she attempts to make it through the most pivotal day in her life. Relive the past, alter the present, and embrace the future - or watch Junon’s story end in a wreck."

I liked the graphics and its pitch - "a mature 3D visual novel about sisterhood, motherhood, grief and survival" - reminded me a little of Lake, about which I said "I really like Lake... The more games like this I play, the more I want to play." Don't say it if you don't mean it.

Intruder in Antiquonia. "Sarah doesn't remember who she is or how she got to Antiquonia. Help her solve the mysteries of her past as you explore this internet-hostile town to find the answers. A beautiful, hand-illustrated point-and-click adventure with a wonderful soundtrack."

I passed on this the first time. The title is awkward, the graphics look far from "beautiful" and we'll be the judge of how "wonderful" the soundtrack is, thank you. I'm not big on overselling. What got me to change my mind was this one line in the description: "Antiquonia, a fascinating town where the locals reject the Internet." Do they? Do they really? Why? Inquiring minds want to know!

Children of Silentown. "Children of Silentown is a dark adventure game that tells the story of Lucy, a girl growing up in a village deep in a forest inhabited by monsters. People disappearing is nothing uncommon here, but this time, Lucy is old enough to investigate on her own. Or so she thinks."

It was always too much to hope I'd get through this whole thing without a little horror creeping in somewhere. Not that I'm saying Lucy's a little horror. I'm sure she's lovely. They're nearly always called "Lucy", aren't they? I do feel I've played this game about a hundred times before or at least read about it. But then, I could say that about almost everything on this list and most likely everything in the entire Next Fest line-up. Originality isn't really much of a feature in indie gaming, is it? And who cares, frankly?  Not me. I'd rather see something familiar done well than something original done badly. This certainly looks the business. We'll see if it plays that way, too.

Lost in Play. "Go on a feel-good adventure with a brother and sister as they explore dreamscapes and befriend magical creatures. Lost in their imagination, Toto and Gal must stick together and solve puzzles to journey back home. This whimsical puzzle adventure game will make you feel like you're playing a cartoon!"

I'm not a hundred per cent sure about this one. The Steam page rams the word "puzzle" home every chance it gets and I'm not that big a fan of puzzling. I like point and click adventures where the answers are pretty obvious most of the time. The odd head-scratcher is okay but not in every scene. There's no dialog, either, which kind of undermines the whole concept of the genre to my way of thinking. Looks pretty, though.

And that's the lot. I might start on them tonight. If they turn out to be worth writing about then that's what I'll do. If I never mention them again, they probably weren't. Or else I never got around to playing them at all. One or the other.
 

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