DELIVER US THE MOON (2016)

(PC/PS4/PS5/Xbox) Modern video game creators love space, especially abandoned space stations. Take TACOMA (which I recently wrote about). If you want a deeper dive? Sierra’s adventure game SPACE QUEST, which has five-and-counting sequels. SYSTEM SHOCK of course. PREY, the one specifically developed by Arkane (because I never played the predecessor).

Why is that? I think part of the reason is that you can get away with more rigid geometry with space games — organic matters require more complexity — and space outposts and vehicles are very specifically angular. Also, you rarely have to render other humanoids. Overall, the development experience for such games can be perceived as less-taxing in financial and technical ways.

That said: I’m not complaining. I love a good haunted space station tale or game. It’s perfect for feeling isolated but also slightly in touch with humanity, as well as imbuing the awe of the cosmos on you. Consequently, I was surprised to see that — via my PS+ Extra plan — I could play the Dutch game DELIVER US THE MOON.

I’ll admit, I partially wanted to play it because that is one amazing title. It unconventionally tells you everything without telling you anything.

DELIVER US THE MOON is a high-concept sci-fi justified rant against the short-sightedness of our use of Earth’s resources. In the near future, all energy resources have been depleted, but they discover a new one on the Moon, Helium-3, which they can then beam down to Earth.

Of course, it took them a good decade to build the tallest man-made structure ever, but they did and, for a while, all was good. Then it all goes terribly wrong and the Helium-3 station goes dark, effectively causing the same to happen on Earth.

After a number of years, a shuttle is cobbled together so they can send a scientist up to investigate and get the station back up and running. Matters escalate.

While DELIVER US THE MOON might look like an exploration simulator or — to use what far too many consider a pejorative — a walking simulator, it’s far more like a less-intense PORTAL. A lot of puzzles — sadly, many of them feel rather familiar to me — and even a few first-person platforming bits. They also mix in some timed action events, which are not my favorite things, as well as moment that evokes Alfonso Caruso’s GRAVITY.

I’ll note that TACOMA was released after DELIVER US THE MOON, but it’s hard to ignore the similarities: both feature an abandoned space station, both are hardly action-centric, both are first-person, and both tell their narrative mostly through found spectral, abstract holographic records. In my opinion, TACOMA pulls it off better; it has puzzles, but no platforming, no time-limited scenarios, no quick-time events, and the holographic storytelling is far more interactive and inventive. (See my write-up for more.)

Yes, both games set out to do different things, but they dovetail quite well together. If you like one, you’ll probably enjoy the other and vice versa. Either way, if you are a sucker for slightly-creepy jaunts in the isolation of space, it’s worth your time, although you might find one more frustrating than the other.

LAST STOP (2021)

(macOS/PC/PS4/PS5/Xboxes) Every gamer has encountered a game that desperately wants to be a film instead. (I’m looking at you, METAL GEAR SOLID 2.) You know the type: long-winded cut-scenes, overly flamboyant camerawork that often gets in the way of interactivity, shamelessly cribbing from other films — usually Tarantino — all with the intent to make the player feel something.

LAST STOP, from VIRGINIA developers Variable State, is one such game.

LAST STOP consists of an intertwined story of three primary characters: John Smith, an aging father who has a precocious eight (excuse me, eight-and-a-half) year-old daughter named Molly; Donna, a teen girl who sneaks out at night to be a bit rebellious with her friends; and Meena, an agent with a nebulous intelligence agency that deals with the supernatural or aliens — that isn’t quite clear out of the gate — but it also leads to some body switching and other high-concept notes.

While ostensibly it’s interactive fiction by way of Telltale’s games (THE WALKING DEAD), the dialogue choices really don’t matter, and most of the interactivity consists of walking to a door or clumsy item finagling, a la David Cage (the ‘auteur’ behind HEAVY RAIN, DETROIT: BEHIND HUMAN, who also desperately wants to create ‘cinematic experiences’ and they often ring false).

When you get to the third chapter of LAST STOP, which nakedly indulges in the trope where a camera circles around a table during what is ostensibly heist planning, well, yeah, it becomes crystal clear that this should just be a film rather than a hackneyed patchwork of filmic gaming experience.

That may sound harsh, but I couldn’t scrub that feeling from my mind and it’s a shame, as their prior game VIRGINIA managed to navigate those interactive narrative waters far more smoothly, partially because it felt more thoughtful and thought-out.

So why am I grousing about it in this blog that’s all about recommending works? It’s because I’m still a sucker for these sort of games; they’re perfect fodder for tucking into on a lazy Sunday. Also, Meena? (See above.) She is one hell of an ice queen and one of the best modern video game characters of our time. However, it’s a far cry from the silent meditative and askew nature of VIRGINIA.

While it’s far from perfect, it is quite playable — for as little that you actually can play it — and while I played, I was quite invested to see where all of the high-concept facets would lead to. Additionally, the visual design and artistry is quite compelling in a LIFE IS STRANGE simple, but effective, way. When the story hits, it lands well; these are complex people living different but vastly similar lives to the way most live.

I’ll note that it is extraordinarily British. One chapter practically feels torn from a Mike Leigh film.

Again, it’s a bit of a misfire and isn’t for everyone, but it is a fun lark and we all need that sometimes.

ADDENDUM

One nice touch: one of the lead characters has a very visible caesarean scar, perhaps the only time I’ve ever seen that in a video game.

VIRGINIA (2017)

(macOS/PC/PS4/PS5) VIRGINIA was the first game from Variable State, and it made quite the mark. Not only is it 100% dialogue-less but it frequently quits scenes, leaping forward in time and to different locations, even if you aren’t done interacting with them.

I’ll note that Variable State was inspired by the experimental indie game 30 FLIGHTS OF LOVING — they even included a special note in the credits to underscore what they owed to 30 FLIGHTS — which also jumps around in time and locations a lot.

While 30 FLIGHTS OF LOVING felt thrillingly chaotic, VIRGINIA is the other side of the coin.

VIRGINIA is a slow burn of a thriller. You play as Anne Tarver, a wet-behind-the-ears FBI agent whose partner is seasoned special agent Maria Halperin. The two of you are in Kingdom, Virginia, investigating the disappearance of a young boy named Lucas. Tarver then gets drawn deeper into FBI schemes, and matters escalate in a dreamline way.

(Unsurprisingly, the game also takes a few notes from TWIN PEAKS, as one location practically recreates the Roadhouse, even down to a Julee Cruise-ish backing band.)

I’ll note: this is essentially an experimental point-and-click adventure game, albeit first-person. While it is a ramshackle indie game, Terry Kenny’s simple but evocative art styling does a lot to imbue the spirit of the game, but the silence is what I find most intriguing. Occasionally, the game even lacks room tone — it’s dead silent. Everyone speaks with gestures and motions and physicality. It’s a glorious limitation to place on a modern narrative-forward game, one that makes VIRGINIA so memorable.

And when the game isn’t silent? When the score swells? It resonates volumes.

This isn’t a game for everyone. If you’re impatient, if you expect proper answers, if you want fire off a gun, this is not the game for you. However, if you’re looking for a surreal, atmospheric, story-driven mystery that isn’t the most interactive game ever, but looks and sounds great and can hit where it hurts, it’s a great Sunday experience.

I AM DEAD (2020)

(PC/PS4/PS5/Switch/Xboxes) If you’ve played any video games released in the past twenty years, you’ve probably encountered a feature that allows you to rotate and zoom inventory items around to scrutinize the fine detailing the art department put into the work. Usually it feels like a bit of fluff, and I rarely take part in exploring the items because I waste enough time on games as it is.

Indie developers Hollow Games — and quality publisher Annapurna — took that conceit and built an entire game around it, and the result is an amazingly poignant and melancholy narrative puzzler experience.

I AM DEAD plainly lays out its narrative conceit: you play as recently deceased Morris Lupton, a longtime denizen of the fishing island of Shelmerston, New Zealand. He’s reunited with his long-lost dog Sparky, who somehow can talk now because it’s initially hand-waved because of the afterlife.

The island has a volcano that’s been dormant for years and years, but has started roiling and rumbling again, and Morris is tasked with finding a ghost who would like to placate it by minding it, replacing the current volcano minder. Sparky helps to guide Morris through finding a suitable replacement through seeking out memories from the living to help sniff out and materialize the ghosts of the past. Even better, the game sidesteps what could easily be a journey of grief and sadness, and instead celebrates a life well-lived.

The cartoonish art design is colorful and pops — it feels like COSTUME QUEST meets THE LEGEND OF ZELDA: WIND WAKER, but don’t let the aesthetics fool you. The game is properly mature and — while there’s no gore or even swearing — it’s about complex folks that may have had a rocky life, and have had their lives taken from them. Yes, you’ll be spending most of your time rotating and zooming items, but I AM DEAD breaks up the flow with an ingenious bit of storytelling that requires you to bring a memory into focus, and not in the usual lens-like focusing that most games attempt.

It is an emotional game, and a fantastical one that features fish people and an assortment of creatures (and even some robots) that wouldn’t be out-of-place in the game NIGHT IN THE WOODS (2017) — but in a way that pulls at your heartstrings instead of pulling your heart out. Also, for an indie game, it’s not your standard four-hours-then-you’re-done affair; it’s extremely substantial — about 10-15 hours, depending on how patient you are — allowing Hollow Games to serve up a multi-faceted world.

I admit, I did balk at playing it for some time, solely because of the potential dread of the title, but it’s a charming item of a game, and one that deserves more attention. (I’ll note that I had a hard time finding many fans of it, much less videos. There’s one folk song that they insert that I really wanted to embed because I love it when a game inserts a folk song as part of the adventure, but alas, it was nowhere to be found.)

TACOMA (2017)

(Linux/Mac/PC/PS4/PS5/Xboxes) TACOMA was the second game from GONE HOME creators Fullbright Studios. It’s worth noting that Fullbright barely exists at this time due to founder Steve Gaynor’s toxic behavior. In fact, all fifteen employees decided to quit — leaving only Gaynor — which uh, says quite a lot.

TACOMA is a narrative-forward atmospheric exploration game that takes place on an abandoned space station. It consists solely of walking around and immersing yourself in the story of just how the station fell apart. (Spoiler alert: it mostly has to do with AI.)

It’s saddening to hear of Gaynor’s behavior, especially since both TACOMA and GONE HOME are very inclusive and features complex women, but so it goes. Either way, TACOMA is a gripping ride if you have the patience for it, can willfully ignore the bad working conditions that led to the game’s creation, and especially if you have a penchant for thoughtful sci-fi narratives and striking approaches to interactive storytelling. Plus it has a very inventive rewind/fast-forward mechanic to help you scrutinize matters.

It’s also worth noting that, while I played the game without issue on my PS4, playing it on my PS5 gave me nothing but problems. It’d repeatedly lock up, would lose progress, and just in general felt pretty janky. It’s still worth the trouble and, if you’re playing on other platforms, you may not encounter the same issues, but buyer beware.

Addendum

I just saw that TACOMA will be added to the PS+ Extra lineup next month, so if you have a PS4 or PS5, wait a bit and you can play it for free!

LAKE (2021)

(PC/PS4/PS5/Xboxes) Pacific Northwest. Character-forward. Narrative-based decisions. A middle-aged woman computer programmer trying to navigate her life in 1986.

This game couldn’t fit more squarely into my wheelhouse.

While a lot of the game does remind me of LIFE IS STRANGE, this is far cozier than LIFE IS STRANGE’s teenage drama. (Except for WAVELENGTHS, naturally.)

It is absolutely worth noting that this game is little more than a small-scale tale of said woman taking a break from her normal life, temporarily running her father’s mail job in their hometown while finding a more permanent solution. In the meantime, you get to re-familiarize yourself with the locals and, if you’re so brazen, can even attempt to romance them.

(I’ll note that I tried so hard to romance the twenty-years-younger woman running the video store, but that didn’t work out. The dude lumberjack was super into me, though. Not my type so I gently let him down.)

This is a quintessential cozy game. You just drive around, you deliver mail, you drop off packages, you listen to townies grouse, you try to help them out, and at the end of the day you talk to your parents on the phone. Roll credits.

I love it. The town is well-drawn, it involves a frickin’ BBS and ASCII graphics, but that nerdiness isn’t meant to alienate folks; it simply serves to show the prior world that the protagonist — Miss Meredith Weiss — existed in.

I’ll note that, at least the PS4/PS5 version, is buggier than I’d like. For a game that relies on dialog trees, highlighting your responses can be very unpredictable, and there were a few spots where I had to restart the game, and there are a lot of visual hiccups. Heck, even just watching the final credits proved to be a problem as I had to pause them partially through, then had to replay a good chunk of the game to get back to them.

Nonetheless, it’s worth the effort, as this is one of those rare games that feel like a memory without being nostalgia-bait. It’s sweet and earnest and low-key, and so few games provide that comfort.

Addendum

Just in time for this post, I found out that they’re releasing some winter holiday-centric DLC later this year. Hooray!

MAX PAYNE 3 (2012)

CONTENT WARNING

This post includes links to, and discussion of, severe depictions of violence.


(PC/PS4/PS5/Xbox) I’ve never loved the faux-noir of MAX PAYNE or its sequel. (Don’t even get me started about the film adaptation.) Those games felt terribly adolescent, which isn’t the vibe you want from noir or neo-noir. Even BRICK, directed by Rian Johnson — an entire neo-noir film about adolescents — feels far more mature than the first two Max Payne games.

MAX PAYNE 3 is a completely different beast. It’s neo-noir by way of Michael Mann in COLLATERAL mode, all hedonism and nihilism and neon-soaked coastal digital backdrops with rude black drop-offs, letting you know you’re just so close to falling off the precipice.

MAX PAYNE 3 came out around the time of KANE & LYNCH 2 which, while KANE & LYNCH 2 is an extraordinarily remarkable visual triumph, it is also a terribly unplayable game (and I actually enjoyed the first one despite the fact that it was one of the first games to cause a major rift in games criticism), and both share a very stylized, very heightened but also very surveillance look to them. (Also, both clearly owe a debt to the missed action director Tony Scott.)

Are you playing as an irredeemable shitheel? Yes, yes you certainly are. Is there any fun to be found in this personal hell that you’re playing through? No, not really — you’re barely an anti-hero — however, there is one fucking amazing set-piece scored by electro artists HEALTH featuring a looped version of “Tears” that I will never, ever forget. I play a lot of games and, while I am normally prone to hyperbole, this moment is absolutely in my top 10 gaming moments of all-time.

There’s a specific melancholy to it while, yes, it has a lot to do with HEALTH’s initial “Tears” video which is definitely NSFW and features a lot of dystopian zombie toddler stuff, but the devs finessed it slowing down and back up and looping, and the level is designed in a certain way that is emotionally evocative.

You can go long stretches without seeing anyone. You simply feel beaten down, like you’re on your last legs, but you still have to circle around the airport. There is no hope for Max here, but he’s trying to do the right thing, get to the exit, and the brutality of trudging through the endless folks in the airport is a testament to that.

(Again, I will note that this excerpt is very violent.)

Trailer:

UNPACKING (2021)

(macOS/PC/PS4/PS5/Switch/Xbox) UNPACKING is an adorably short but impactful indie game from developers Witch Beam that is basically an isometric interior design game. All you do is age and move from place-to-place, from apartment to apartment and so on. It’s one of the few games I’ve played that, while I imagine some 20-somethings might understand, really, it’s all about proper adulthood. The kind that requires a mortgage or, at least, striving to get to a point in which a bank will allot a mortgage to you.

This is a game about aging and compromising and figuring out what works for both you and your partner, and also just enjoying the space you’ll spend the bulk of your time in.

I realize that sounds heavy, but Witch Beam lightens the load for you. You can think about all of that, or you can just mindlessly open boxes and try to find where every object should live, because that is the entire game, and it’s supremely satisfying to do so. The narrative is just the icing on the cake.

The game leans on a lot of 16-bit era tropes, from the pixelated visuals, the isometric viewpoint, as well as the soundtrack, but that works in its favor — at least for me. It comes across as simple and endearing in a soft way, although the audio and sound design? Way better than the days of the SEGA Genesis. Goddamn, I am not one for ASMR, but this is a balm for your ears.

Again, this is a very short — but very fulfilling — game. Is it for everyone? Well, no, particularly if you’re consistently seeking videogame thrills. However, it is very sweet and cozy and amazingly designed and something I think most folks would enjoy.

(If you watch the trailer, pay attention to the pig. That’s all I’ll say.)

HAVEN (2021)

(PC/PS4/PS5/Switch/Xboxes) I’ve been seeking out cozy console gaming for some time as I’m fucking sick of mindless violence, even if it hits my lizard brain in the right places. Yes, there are a lot of cozy indie games available for PC — and when I mean cozy gaming, I mean small-stakes games that coddle you and actively try not to re-invoke any prior lived trauma — but I still don’t have a Steam Deck because holy hell they are expensive, and I don’t really do desktop Windows gaming as I like to keep my office to work-things, which means that space is off-limits for gaming. So, until I rectify that or receive my long-awaited Playdate, I’m at the mercy of the Switch and PlayStation Stores.

I downloaded HAVEN on a whim, shortly after having upgraded my PS+ account to Sony’s version of the Xbox Game Pass. I expected very little but a light experience, as it looked like JOURNEY meets ENTWINED (which may or may not be currently available?).

I didn’t expect HAVEN to be so romantic.

Historically videogames have not prioritized romance and — even when they have — it’s often offered as something secondary. (Unpopular opinion, but while that has changed quite a bit recently with games like DREAM DADDY and BOYFRIEND DUNGEON and even THE LAST OF US: LEFT BEHIND, more often than not games still focus on gunplay instead of folks navigating love.)

HAVEN puts romance forward, first and foremost, and it’s amazingly handled. Out of the gate, you know these two love each other. (Yes, you can queer the romance — thanks to a recent-ish update — although it does default otherwise. I’ll give you two guesses as to which I picked, and the first doesn’t count.)

Let me rewind a bit:

HAVEN features a couple, Yu (by default the woman in the relationship) and Kay (by default the man in the relationship), who have escaped a planet that features a ‘Matchmaker’ that forces coupling based on an algorithm. The two of them fall in love apart from the ones they’re assigned and they finagle a way off the planet on a rickety spaceship not meant for the sort of travel they’re embarking on, and they crash on a slightly unforgiving planet, having to use their skills to combat the creatures that inhabit the planet while also salvaging parts for their ship.

It’s hands-down the best depiction of a young relationship I’ve encountered in a videogame. It’s messy, it’s physical, but also endearing and earnest and honest. They cook together. They sleep together. They get high together. Yu sprawls over the bed, her arm laying across Kay halfway through the night. There’s even a bit where they try to change bedroom sides because of — well, moisture — and it ends terribly, but if you’ve been there, you’ve been there! They lounge around with their guard let down, mouths agape as they feel their own exhaustion. They change into comfy clothes when they’re in their ’Nest’ (the spaceship they’re trying to repair). They occasionally quip horny remarks to each other, but it never feels pornographic, it feels sweet, which — again — is rare for a videogame, but isn’t rare for real-life.

Also, both protagonists are super-smart and accommodate each other in ways the other cannot. It’s a literal coupling of minds, and I can’t get enough of it. Just watch how they nuzzle each other!

Hell, even the idle animations! Yu will passionately throw herself against Kay, and they both will heal that way. Occasionally there’ll be a chaste kiss. When they ‘flow’ across bridges (they have anti-gravity boots that allow them to float around the planet) they often hold hands. It is adorable, and I just glow and want nothing bad to happen to them.

This is one of the few games that realizes: you don’t have to put your protagonists through hell simply for narrative escalation. Is there conflict? Yes. Are there goals to be met? Yes. Do Yu and Kay occasionally bicker? Yes (depending on the dialogue choices you make). However, it’s a loving, non-toxic relationship, and goddamn, we need more of that in gaming. If anything, it reminds me of the simple tranquility of ICO, even just due to occasional downtime. (In fact, if you wait long enough in a certain spot, both Kay and Yu will sit down and a bird will nest in Kay’s hair. It’s so cute.)

I’ll note that Polygon underscores the use of HAVEN’s loading screens, and I cannot deny that they are fabulous. They do a great job of unfurling them as you progress through the game, and they also become quite tastefully tantalizing.

Also: watch for the tactility. Kay & Yu are physical in a very comfortable way that also looks natural, which is odd for a video game, and something worth applauding. You can practically feel the drool from Yu’s mouth as she’s asleep. It may sound simple, but it’s an astounding accomplishment.

I don’t have enough superlatives for this game. While it has issues — especially with exploring, an impenetrable interface and a cumbersome fast-navigation system — I grinned and glowed 90% of the time while playing it. I just want more of this, all of this, all about intertwining. So many games suck at this, at character-forward romances with action-centric design but HAVEN absolutely nails it; it’s a gorgeous experience in every which way.

Also, the opening title sequence is amazingly opulent and kinetic with explosions of color and unfurling of watercolor emotions and I’d be lying if I said that I haven’t watched it more than a few times:

I’d also like to suggest the soundtrack video via DANGER, which is like DAFT PUNK meets HEALTH. It’s absolutely delightful while also being incredibly soft.

Goddamn, I just love to see them coupled together out in a field, nothing to bother them, just letting the sun soak in. If you’ve never done this with a loved one? Make a point to do so, even if someone calls the cops on you. (I’m not not saying that happened to me.)

(Also, I love how the seasons progress and times change in the OST as they stay stationary. So idyllic, at least until the last moment right before the very end which, oddly reminds me of the cult-favorite rhythm game GITAROO MAN, one of the few other games to nail peaceful, romantic tranquility.)

I’m astounded that this game didn’t initially launch with the feature to have a queer couple, as it feels so natural, especially considering that one of the primary themes of the game is indoctrination. This is a game that needed all sorts of different people and voices, and they managed to eventually find a way.

Lastly, check out the dev blog entry via Sony’s Playstation blog, as it has a wealth of information and insight.

I cannot recommend this game enough. I feel like I’ve been overly enthusiastic about the recent works I’ve been imbibing and — yeah, I’m prone to gushing — but this is the real deal. I’m not sure it’ll have the influence of LIFE IS STRANGE, but it deserves it.

“Love stories always end badly.” “Ours doesn’t!” “No, not ours, but ours isn’t a story: it’s even better. It’s real life.”

Original trailer:

“Until the last moment?” “Until the last moment.”

TWIN MIRROR (2020)

(PC/PS4/PS5/Xbox) TWIN MIRROR is the most recent game from LIFE IS STRANGE developer Don’t Nod, and it certainly feels like one. It’s yet another narrative-forward interactive adventure game focused on character interactions, dialogue branches, story-changing decisions, escapism and fantasy via superhero elements, and traumatic deaths.

In fact, it eeriely mirrors the first LIFE IS STRANGE game in a number of narrative and mechanical ways, even down to the protagonist having ghosted their best friend for years, then returning to their hometown, and it essentially recreates the ‘high school dream sequence’ Max endures where you’re endlessly walking through hallways and doors.

While it doesn’t take place in the Pacific Northwest, it does take place in rural West Virginia, and even features similar sequences from LIFE IS STRANGE 2 such as road and forest exploration, as well as looking after a plucky but rebellious youth.

So, you could say Don’t Nod have more than a house style; they have a house template.

Let me rewind a bit.

TWIN MIRROR features middle-aged ex-investigative journalist washout Sam Higgs who, after being rebuffed by a marriage proposal to his co-worker Anna, abandoned his hometown after penning an expose of the town’s central mining industry, causing them to shutter and forcing many folks out of work.

He returns two years later to attend the funeral of his prior best friend and co-journalist Nick, who appears to have died in a car crash. Matters escalate, and dramatic intrigue sets in, and Sam only has Anna and a mysterious other to help him sort matters out.

What results is something that feels like an odd fusion of LIFE IS STRANGE, recent SILENT HILL games, and the Frogware Sherlock Holmes games. As mentioned earlier, it borrows a lot from LIFE IS STRANGE, but the bland, middle-aged protagonist, mining town, and guilt-obsession and illusionary characters feels very SILENT HILL, and the deduction puzzles are very Frogware. (Hell, they even include ‘Mind Palaces’.)

So, yeah, it’s an amalgamation that is perfect for me as I love all of those games, but perhaps not for everyone else.

Sadly, if you’re expecting the quirky, queer characters as seen in LIFE IS STRANGE, you should look elsewhere. These characters are straight archetypes; all older angst and repression. However, if you enjoy murder mysteries and adventure games, it’s a well-developed work.