Walking Simulator

Review: The Stanley Parable Ultra Deluxe

First all, a disclaimer: I never played the original version of The Stanley Parable. I wanted to, but life got in the way, as well as a deluge of other cool games in its original release, so it just never materialized. As such, Ultra Deluxe is my first play of the game at all, so be aware that no nostalgia is present here. 

The Stanley Parable Ultra Deluxe is an updated version of the original game from 2013. It is classified by developers Crows Crows Crows and Galactic Cafe say it is a remake and pseudo sequel to the original game. Honestly, I feel that is stretching things a bit, but what makes me feel that way is also kinda of the point. 

You play as Stanley, an office worker who likes to sit at his desk and push buttons. Loves nothing better in fact. There is a narrator who explains what Stanley is doing, and gives hints as to what to do next. You can walk and look around and, shockingly, push some buttons. That's about it. Now, do not let this lack of interaction fool you, the game is intensely clever and well written with genuinely funny laugh out loud moments throughout, but mechanics heavy it aint. 

The genius is the way the game reacts to what you are doing. Follow the Narrator’s instructions and things happen one way, but change just one thing on that path, and new possibilities open up, and the game and, more specifically the Narrator, reacts to that change. He can try to get you back on track, or just roll with what you are doing and the levels change to reflect your actions too, at least in some cases. 

The point of the game is to find all the different ‘endings’. I put that in inverted commas cause it feels more like a reset than an ending, you don’t see credits for example, but in each case you reach some kind of conclusion to Stanley’s story, and some are fairly mundane, while others are pretty wild and surreal. If you think you have a bead on what  the actual story is about, I can assure you, you don’t. 

The game is more like a meta-narrative on game design and interaction than anything more traditional and it excels in that, with knowing prods at tropes and design ideas any gamer has experienced a hundred times over, with some laugh out loud comments from the narrator who does a fantastic job at conveying everything. 

Ultra Deluxe’s only real downside is that, as per the developers, it is a pseudo-sequel. What this means in broad terms is that at some point you walk past a door marked ‘new content’ which has, as you might infer, the new content in it. Some other bits have changed in the main game, but without being hyper familiar with the original release you probably won’t even notice. Honestly though, it feels more like it could be a patch rather than any kind of meaningful sequel, though given how meta the game is overall, feels exactly in line with what The Stanley Parable is about. 

I really enjoyed my time with the game and if you haven’t played the original definitely give this a go, it is super fun, has some knowing winks and nods for those who know and is genuinely funny to boot. The voice acting is fantastic and will provide more than enough entertainment to justify the cost. A great, different game all round.

Review: Tacoma

The walking simulator is a relatively modern genre for video games, one where story takes precedence over shooting stuff in the face, and with a great story these games can be powerful, showcasing just what the medium can do and lending credence to the growing art form of games.

My first experience with this was The Fullbright Company’s first game, Gone Home. It topped my game of the year list upon release and it’s themes have stuck with me ever since. When the developer announced its next game I was excited to say the least, and while Tacoma won’t stay with me the way Gone Home did, it is a great game in its own right.

Set aboard Lunar Transfer Station Tacoma, the game places you in the shoes of Amy, the person sent to investigate what happened on board and where exactly the crew have disappeared to. On paper, this makes it sound like a horror game, where some unknown alien menace has infested the station, but that is far from the truth. Tacoma connects you to the on board A.I via an augmented reality interface and from there the meat of the gameplay plays out.

‘Plays out’ is the right term here, as walking into certain rooms will net you a A.R. scene, recorded at some point before your character boarded the station. This could be as simple as one of the crew sat on their bunk playing guitar or as complex as a party where everyone is present. Watching these scenes delivers the story as to what happened to these people, but it also presents something games can struggle with: real lives.

The crew of the Tacoma are real people, they each have families, friends and pasts. They are struggling with something unique to them, which could be something to do with their family or their quest to do better in the gym. It’s brilliant because it makes you feel like the whole situation could be something that actually happens in real life, I got to the end and thought about the news reports that would show each crew member, and the people speculating on what is going on up there.

Unfortunately, while all this makes for a compelling and well paced game, it simply didn’t grab me in the way Gone Home did. That game's tale of a girl returning to her family home to find things aren’t as peachy as they might appear spoke to me on a fundamental level, and even four years on from it’s release I recommend it to people. I am fairly certain I won’t be doing the same with Tacoma.

Don’t get me wrong, it is a great game, and I suspect if this is your first attempt at a walking simulator then you might have a similar reaction to what I had with the developer's previous effort, I just wasn’t pulled into the world in the same way, though I will admit I was very happy and satisfied with the game's conclusion.

The good news is that the main set of characters are so diverse you are bound to find someone who speaks to you. For me it was the medic, Serah, a compelling character with a great back story, who is also dealing with a medical issue a little too familiar. Each character, each little vignette, pushes, compels you to seek out the next, not to complete the game but to find out what happened to these characters.

I just wish I got into it more, and as strange as this might sound stupid from someone whose top ten movie list has eight sci-fi films on, but the sci-fi setting actually harms Tacoma. It puts it just a step out of reach, where other games in the genre I have played were all set in the modern day, it makes for the relatively mundane but compelling story to shine through.

The space station setting here means I spend more time looking out of windows and marveling at the artistic style that getting in touch with the story, and more time wanting to learn about the universe it resides in rather than getting to know all the characters.

Tacoma is a great game, it is well paced, has a great story and a great cast of characters. My issues with it stem from the setting, which doesn’t gel with the tale being told, however cleverly it might play out. If you are looking to try a game of this style, there are far worse options out there, and as previously stated it might well give you the same reaction I had with its predecessor.

It is a worthy follow up to a stunning game, only takes a couple of hours to complete, the perfect way to spend an evening.