@somnambulist said:
I couldn't get into Don't Take it Personally or Digital. I saw that they both had a lot going on thematically, but none of it really took hold for me. Digital just sorta turned into a mediocre romance story with a bunch of leg work breaking it up, neither part of which managed to hold my attention. And Don't Take it Personally very quickly fell victim to it's junior high or high school setting in my opinion, with all the inane, bullshit twitter updates from the kids quickly obscuring anything interesting the rest of the story was trying to do. Every time I play one of these games I just come out frustrated. It seems like each one goes in promising to use the video game aspect to really shake up the way narratives work by injecting a hefty dose of player choice, but that's pretty much never actually the case. Part of that is my fault. I go in expecting way more than some solo, amateur designer can possibly deliver. But that said, Iji puts both of those games to shame in terms of player agency over the story, which is just pathetic considering that's literally all there is to Digital and Don't Take it Personally while Iji manages to juggle that with a perfectly serviceable metroidvania game in tow.
By the way, what's the deal with Analogue anyway? I've heard of it, but I don't know what it's about or anything.
Yeah, the problem of player agency with telling a kind of directed story is always a huge obstacle. Probably because I'd been working on a multi-threaded interactive fiction game on my own, I was more sympathetic to Love's inability to open up the game to a lot of choice. I think where Don't Take It Personally really shone was adding a lot of weight to the choices I was making. When I played through, I was pretty much a shitbag. I dated a student, I looked up nudes. I had no interest outside of seeing what kind of consequences would come out of those decisions. It was almost refreshing to see the lack of judgement at work in the game, though - I kept expecting some kind of other shoe to drop and it never did. That the game is somewhat consumed by its junior high tone is a fair point, too. It's one that I expected to bother me more than it did. There were totally moments where I just rolled my eyes and pressed on. I guess, for me, I'm the one that downloaded a game with that setting. If the kids weren't acting like they were, well, kids, I'd probably have been weirded out in a completely different way. I'm mostly impressed that Love not only went with that setting but leaned into it as far as she did. She's not an idiot, she has to know it would alienate some players.
I haven't heard of Iji, googling like nobody's business now.
I'm literally fifteen minutes into Analogue. Seems to be a bit of an amalgam of Digital and Don't Take It Personally, with the Ren'py of the latter and the increased reading demands of the former. It's also positioned as a mystery up-front, where you're trying to figure out what happened to a Korean colony ship that had been lost for years. According to the RockPaperShotgun Wot I Thinkthe politics and gender lines are lifted from the Korean Joseon Dynasty. There's a lot of examination of the subjugation of women which, if one is put-off by feminist themes, may or may not come off as pedantic. I'm actually interested in those kinds of themes and questions, so it's not bothering me any.
Anyways, the long and the short of it is you're some future-detective. You're on a ship that's in pretty haggard condition, talking to the AI and reading a bunch of logs written by various characters on the ship. Apparently there are, as in previous games, spots where you can intervene, and the ending allegedly has a little more satisfaction than Don't Take It Personally did. I'm curious to see how it progresses.
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