Sunday, 31 December 2017

FAR FROM NOISE



Not the most perfect choice for a New Year's post , but certainly an important moment in gaming history. I was about to write something about this game yesterday when I heard that one of my 16 year-old ESL students took his own life by jumping off a balcony of his family apartment. A great kid who was far superior to me at everything he undertook and  was gracious and kind.

The game starts with all the questions a living human faces - fear, doubt, transience of one's physical existence, reality and fabrication in one's life, one's place in the grand scheme of things, the lack of purpose, the loneliness etc The idea for a game is unique - an old car with a young woman inside is balancing on a cliff overlooking the vast  ocean. Aware of the predicament she got herself in, she tries to make sense of it all and reflect on her own life, first on her own and later in a company of a wise deer.The  author gravitates heavily towards and builds the girl's character around his own philosophical views, namely those of naturalism and transcedentalism. The girl came to a place she used to visit as a kid, and you can almost see the storm that goes through her mind as she reflects on her failures and inadequacies. It takes a deer talking nature and natural phenomena such as rain and lightning and thunder to bring her round to a different understanding of life and Universe.

A high level of interaction is successfully achieved solely by using dialogue and  life story building around the main character which is close to impossible to achieve in  textual adventures. Animations liven up the  pace, every details serves the narrative.The game could do without additional intermezzos of poetry, but unlike those recorded lectures in EVERYTHING they are not that demanding and don't grab your attention that forcefully. The conscious decision to not include voice acting and limit the game to texts and background music and ambience is another brilliant way to keep the emphasis on Nature and its grandeur. The intellectual clash between the deer and the girl is reflected in their different use of language, but the rift seems to be growing smaller as the story unfolds. Or not?

Despite this being a game changing title for me, I feel the author is trying to impose his views on us and grin derisively at the world and I think it would be even more ground-breaking if he developed several different characters adhering to different philosophies the player could choose from. This way we only get to see the author's views as the story unravels and him toying with a young mind who might have had  enough. Free will, yes, but moral responsibility first and foremost.



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