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When Fantasy and Reality Collide

Papo & Yo creator Vander Caballero's game about a troubled childhood with an alcoholic father is stirring strong emotions in players, and reminding them they're not alone.

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(This story features spoilers for Papo & Yo. If you haven’t finished the game yet, you should stop now.)

A certain song, a passage from a book, a flashing dream, a quiet moment in the shower. We never know when our emotions might overwhelm us, and the best anyone can do is ride the wave until it crashes and disappears. Video games are, more and more, becoming a place for people to tell personal stories, rather than the same tale about the hero saving the galaxy from an alien threat (those are still okay, though). Video games may have a long ways to go, but games like Papo & Yo, in which understanding of a troubled childhood is made interactive, are taking us there.

Ever since finishing Papo & Yo, I've been following developer Minority Media's Twitter feed, which often features the powerful reactions players are having to the game's narrative. One reaction, in particular, stuck out to me.

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It's one thing to say a game has affected people, it's another to see it actually happening.

Chris Aponte’s father passed away of cirrhosis of the liver in 2004, a consequence of alcoholism. He was just 24-years-old at the time, and when Aponte turned 31-years-old, he decided to give up alcohol.

A photo of Aponte with his mother and father, a snapshot in time that hides a troubled reality.
A photo of Aponte with his mother and father, a snapshot in time that hides a troubled reality.

Aponte was not aware of the emotional motivations behind creating Papo & Yo when he originally bought it last month. As a fan of Team Ico’s games, he figured Papo & Yo was a game created for the same kind of person patiently waiting for The Last Guardian.

“Before the introduction of Monster,” he told me, “I figured the game was about an escapist little boy using a wonderfully creative & artistic imagination to help him cope with poverty.”

(We spoke over email, a place Aponte felt more comfortable, given the nature of the conversation.)

Obviously, that’s not what Papo & Yo is about. It’s a interactive expression of creator Vander Caballero’s troubled childhood, in which he and his family dealt with an alcoholic, abusive father.

Once the monster was introduced, Aponte put the pieces together.

When there's an opportunity, he plays games with his girlfriend, and during one of her turns, he looked up interviews about the game.

“I read Vander Caballerro said his father was an alcoholic, so I kind of knew before the gamer is probably supposed to know that it was related to alcohol,” he said. “Before I read that, I knew that I profoundly understood something that was happening in the game. I had to research it to scratch that itch.”

It doesn’t become explicitly clear the substance in question is alcohol until the end of the game, when the player is no longer tossing playful, colored fruit at the Monster. Instead, the player passes him (it?) bottles of liquor.

When Aponte picked up on where the game was going, it actually provided him a sense of comfort.

“Knowing that while playing through the game made me feel like I wasn't alone in my pain,” he said.

Aponte, now 33-years old, has been without alcohol for two years now.

“After years of partying, getting fired from job after job, and dropping out of college after college, I finally got my act together,” he said.

He’s currently in the second of a five-year apprenticeship program to become an electrician, and just prior to finding this path, found himself faced with his own profound questions about his relationship with his father’s demons.

“When I decided I had enough of the guilt, shame, and self-torment I gave myself with alcohol, when it was time for self-reflection, I would finally look in the mirror and see my father,” he said. “He died at 47-years-old, I had just turned 31 when I finally quit. I would see his face in the mirror and ask ‘Do I want to give myself a chance, or am I only giving myself 16 more years to live?’”

The emotional climax of Papo & Yo involves the player, as Quico, saying goodbye to the Monster. At this point, it clearly represents Quico's alcoholic father. Even though Aponte was aware of Papo & Yo’s allegorical origins hours ago, in this moment, everything came crashing down, and the weight of his experience collided with Cabellro’s.

He was crushed. His girlfriend put the controller down. He cried.

“I was just watching, stunned, and tears were flowing down my cheeks,” he said. “I think it startled her at first, I mean, it is just a video game--but then she quickly understood what chord this story probably struck with me. We didn't say much through the credits, just held each other and watched them while I let some more tears out. It's the saddest, most painful thing any person has to go through, letting go of a loved one. When they suffer from a substance abuse problem, you have to let them go at their own peril. You almost know they won't survive. And then you have to live with it when they finally DON'T. That scene captured that allegory flawlessly. It was the most emotive I've ever been to any type of story dealing with this situation since my father passed.”

Touched by Aponte’s story, I reached out to Caballero, and I read him a passage from my exchange with Aponte. There was a lingering silence on the other end of the Skpye line.

Caballero used to work at EA Montreal, but can't imagine making big, commercial games again.
Caballero used to work at EA Montreal, but can't imagine making big, commercial games again.

“Now, I’m gonna cry,” he said.

Aponte has not been the only player to express their gratitude to Cabellero and the rest of the team at Minority Media for Papo & Yo.

Cabellero spoke of a single father who wrote in, distressed at how he’d let the stresses of his life prompt him to yell at his children. Papo & Yo gave him a glimpse into what it was like for them.

“One of the most difficult things is that when you suffer,” said Caballero, “when you have some type of abuse--either mentally, physically, or whatever--it is that you think you’re alone. And, suddenly, when people play the game, they know they’re not alone.”

Cabellero said he couldn’t imagine working on a traditional game ever again, and hopes more developers will take life experiences and express them in games.

Interviews are often a one-sided affair, but Cabellero was not a normal interview. While setting up a question, I mentioned that my father passed away recently, and how the ending of Papo & Yo spoke of a universal truth about the relationship between parents and children. In my case, there was no abuse. My dad still died, though.

“How did you feel when you played the sequence?” he asked.

I was taken aback, and realized no one had asked me that question. Or any question like that, honestly. When a life-shaking moment occurs, like the passing of a parent, you find most people err on the side of not asking anything at all. Here, Cabellero cut right to the heart of it. The blurring of reality and fantasy, I told him, came from the last moments I had during the viewing services for my father, when, at some point, you have to leave. It’s the last time you’re going to see this person’s body, but you also have to walk out the door. Eventually, you have to say goodbye.

Saying that out loud caused me to give myself a moment to pause.

Hearing stories like this and others has been a reward all its own for Cabellero.

“I cannot put words into it, as an artist,” he said. “Something that is so precious to you and...other people get. It is...[pause]. It gives sense to all the suffering that I had all this life.”

Despite our completely separate lives, this act of creativity forged a bond between Cabellero, Aponte, and myself.

“When your character throws the monster over the ledge, it broke my heart,” said Aponte. “There is nothing harder in this world than letting go of someone you love.”

Though our experiences are worlds apart, I know what you mean, Chris. I know what you mean.

Patrick Klepek on Google+

84 Comments

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mrpandaman

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Edited By mrpandaman

@buckybit said:

I am getting annoyed with this overhyped 'autobiographical' game bullshit. The game is mediocre. Mechanically meh. Technically rather on the lower mid-end.

Nobody writes about how Trenched/Iron Brigade is one man's vision about 'Love'.

Just because Sony's PR was clever enough to sell this game on this premise, you media clowns all jumped on it, because you like writing about 'deeper meanings' in games. But it's nothing you should emphasize. I don't think James Joyce's novels are any better because I know the mans biography or that he liked his coffee with milk but no sugar.

Demon Souls could be equally about the Emanation of Souls as written by Thomas Aquinas in his Summa Theologica. Or Borderlands could equally be a game about deconstructivism - it's all in the eye of the beholder?

[edit] And "be hold" you should. Every piece of art comes from one way or another of suffering. So what? Even if it's only the crunch time EA slaves have to go through. Nobody writes about the tears of the EA wives (anymore) ... for a reason?

Well those games you are listing aren't at all being sold the way Papa & Yo is being sold. It's not like Papa & Yo is touting itself to have great game play or be ridiculously hard. It's being sold as telling a story with deeper meaning.

Nobody writes about how Trenched/ Iron Brigade is one man's vision about "love," because Trenched/ Iron Brigade is really not about one man's vision about "love." Demon's Souls is not about the Emanation of Souls by Thomas Aquinas and Borderlands is not about deconstructivism.

I don't see what you're trying to say by listing off those examples, I mean I do, but it just doesn't make sense.

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FengShuiGod

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Edited By FengShuiGod

@buckybit: This article seems to be about how games/abstraction can affect and connect people on a guttural, emotional level and how art can confront and relieve loneliness. Patrick isn't championing a dictatorial authorial reading for marketplace exploitation that will erode aesthetic values and intellectual responsibility (and close reading isn't what you think). You seem to be throwing up straw men and misunderstanding what is going on while defending your arguments with sophomoric references to canonical works.

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Grimdaddy

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Edited By Grimdaddy

Thank you. It is all I can say at the moment. Good stuff.

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comradecrash

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Edited By comradecrash

@Grimdaddy said:

Thank you. It is all I can say at the moment. Good stuff.

I wholeheartedly agree.

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LiquidPrince

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Edited By LiquidPrince

Patrick, you have a tendency to be really wordy sometimes, and over explain things, but a lot of the time you find this perfect balance of what to say from personal experience and this is one of those times. I'm sure this makes no sense to you, but just reading this (not even playing the game) I got a little hazy eyed. I'm weird.

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ch3burashka

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Edited By ch3burashka

@cooljammer00 said:

The thing keeping me away from the game is, as a person who didn't really suffer any overt abuse in his life...what if I don't get it? What if the game isn't just a simple puzzle platformer with an amazing allegorical story, and just a crappy game about something I'll never understand?

That's kind of a dumb way of looking at it. Having followed this game for quite a while, and knowing beforehand the background (and how heavy-handed the message is), I understand the expectations going in. However, hesitating that your expectations won't be met before even playing the game is taking it too far. Assess your feelings after you've played it, not how you think you will feel. Just because you don't "get it" the way an abused child would doesn't mean you won't extract lessons exclusive to your life journey.

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beard_of_zeus

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Edited By beard_of_zeus

Great piece. It's very touching to see how this game emotionally affected people from all types of different backgrounds, and to compare it to my own experience. I was able to find a lot to connect to in this game, and it actually caused me to dredge up some less than pleasant experiences from my own shitty childhood that I hadn't thought about in a while. That's the power of art, I suppose, no matter the medium.

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DragonNinja789

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Edited By DragonNinja789

@LiquidPrince: you and me both.

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patrickklepek

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Edited By patrickklepek

@LiquidPrince said:

Patrick, you have a tendency to be really wordy sometimes, and over explain things, but a lot of the time you find this perfect balance of what to say from personal experience and this is one of those times. I'm sure this makes no sense to you, but just reading this (not even playing the game) I got a little hazy eyed. I'm weird.

That means a lot. (And I know that's a problem with my work, too.)

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Phatmac

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Edited By Phatmac

@LiquidPrince said:

Patrick, you have a tendency to be really wordy sometimes, and over explain things, but a lot of the time you find this perfect balance of what to say from personal experience and this is one of those times. I'm sure this makes no sense to you, but just reading this (not even playing the game) I got a little hazy eyed. I'm weird.

I wasn't crying or anything, but yeah. :(

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Kierkegaard

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Edited By Kierkegaard

@FengShuiGod: Thank you!

This is lovely, profound journalism. No amount of metacritics or literary theory can take away the sadness and revelation experienced by real people playing through this game. No one should feel pressured to play it or to feel something they don't, but no one, and I mean no one, should attack, demean, or doubt what was powerful and important to another person.

Keep up the hard work, sir. You make press release parrots look like the pedestrians they are. And sharing your pain was not necessary and was brave and beautiful. Thank you.

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Jeric

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Edited By Jeric

Damn man - I teared up at that ending, and I can't even relate to it nearly as much as other people can.

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Milkman

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Edited By Milkman

Wow, I haven't played the game but this is a beautiful article, Patrick. Great job.

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deactivated-63343f0a120f4

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Now that was an interesting read . There have been countless articles on what works and what doesn't work gameplay-wise in "Papay & Yo" but I do think that the emotional/story angle is way more important in this case. It may not work flawlessly as a game but that doesn't undermine its appeal.

It reminded me a bit of my playthrough of "Alan Wake". The 'game' part didn't work that well for me but the story and atmosphere were amazing.

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MordeaniisChaos

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Edited By MordeaniisChaos

@thatguywiththedeepvoice said:

I don't have any experience with this alcoholism first hand, but my girlfriend does. Her father was an alcoholic and died when she was about 10 years old from alcohol poisoning. She watched me play this game and ended up crying, calling it brutally accurate. Though she was pissed about the ending when Quico pushed Monster off the cliff, she interpreted it as ignoring your family member until they die. This is an interesting read, but I wonder how many other people with this kind of experience under their belt interpret it the same way.

Kind of off topic, but sometimes you can't get that relationship back.To be blunt, it's been a long time since I gave a fuck about a father. And almost as long since I talked to him. And I'll never talk to him again. He's just a guy that decided to have sex and ended up with me. He didn't do anything to deserve my sympathy or help or patience. So maybe this guys experience was more like that? It may seem heartless, but if my father needed my help, I'd never give it to him. Blood means little to me though, I prefer people who earn my respect and love to people I'm tuck being abused by.

Sometimes you have to recognize a threat to your well being and remove it. Plus, it's a pretty abstract package. I haven't played it but that much is evident from the quick look.

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Kaigan

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Edited By Kaigan

Interesting story, bad game.

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Ninja_Welshman

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Edited By Ninja_Welshman

Great piece Patrick. Put a lump in throat. Keep it up.

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biggiedubs

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Edited By biggiedubs

I find it quite depressing that this game gets 60 something comments (at my time of writing) whilst the Apple Iphone news gets over 200. I know they don't particular mean anything in the long run, but still.

Could anyone give me a quick rundown in terms of: watching a play-through on youtube vs waiting to play it myself?

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scottygrayskull

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Edited By scottygrayskull

Very nice piece. Nothing to add, just wanted to say that. :)

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dropabombonit

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Edited By dropabombonit

Interesting read, I was able to put up with the games problems because the story was so well told

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ultra2extreme

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Edited By ultra2extreme

I think i need a drink....

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amirite

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Edited By amirite

So glad this game got some kind of feature. I didn't play it, but the QuickLook got me so interested in the ambience and the subtle storytelling methods, I was so curious about where it was all going. I guess the mechanical parts of the game were considered a little repetitive but that sort of thing doesn't bother me when there's a really engaging story to hear.

This game totally deserves a moment in the spotlight to push the idea of more mature stories in games. They've failed in the past but gaming is maturing very fast and this is great evidence of that.

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HyperCubed4

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Edited By HyperCubed4

@biggiedubs: Artistic video games like Papo and Yo are really something you have to experience for yourself. Watching it on YouTube just will not do it justice. Now, my father was never an alcoholic, but he didn't have to be for me to appreciate what the developers did with this game.

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BombKareshi

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Edited By BombKareshi

Very touching article, Patrick. Thanks for sharing all that.

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ronneyfan05

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Edited By ronneyfan05

Thank you for sharing this Patrick.

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BSw

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Edited By BSw

As a comment to your articles in general, including this one: you really are a great journalist, Patrick. You've got nice, in-depth stories to share with generally interesting content, you're not afraid to contact people with interesting stories, you've got an easily readible, classy and honest style of writing, and you seem to be a really nice guy as well. I hope Giant Bomb and its users will be able to enjoy your work for quite some years to come.

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jasondesante

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Edited By jasondesante

Only Patrick could write an article about a game, talk about some random guy on twitter, give no real reason why his opinion is significant, but still bring it all home at the end and have a great article. Patrick you're great at your craft thats for sure.

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jasondesante

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Edited By jasondesante

Giantbomb fans that don't like Patrick can suck a dick!

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Apollo87

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Edited By Apollo87

Just so you know you misspelled Caballero a few times in the article.

That aside, great article, definitely makes me want to try out the game and it's nice to see games evolving into a media that can communicate deeper messages than ever before.

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Splid

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Edited By Splid

Best article I've read in a while! very touching. I'm intrigued by this game but will never play it...and thats fine. I like the stories and that says a lot in my book.

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MooseyMcMan

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Edited By MooseyMcMan

I'm glad Patrick just tweeted about this article, and that I read it.

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Christoffer

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Edited By Christoffer

Thanks for reminding me to read this, Patrick. I missed it completely. This was a great read, though I have to admit I haven't play Papa y Yo.

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I just beat the game @patrickklepek . It was worth it. Alot of people have their opinions, and will argue over anything. But when you turn the cranks that are forgotten memories. It kind of made me remember what it was like before my Step Dad died. I didn't exactly love him like a father. He was a verbally and physically abusive drunk. But there's that moment when you remember the good things. So good on you Patrick. It may have taken me a little under a year to play it, but thanks for recommending it.