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JJWeatherman

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A Tale of Two Walking Simulators

I think it’s fair to say that Gone Home was a bit of a revelation for me. Just in terms of game design, it’s perhaps mostly responsible for a clear pivoting point in my taste in games. Similar to the way Rock Band introduced me to a new genre in rhythm gaming and started a years-long obsession, I feel like my interest in games these days seems the strongest when I’m experiencing a concise and very deliberate story. I think the fascination stems from the same place that my appreciation of short stories stems from. To me, there’s nothing more impressive than a creation in which every piece feels meaningful and deliberately placed. This is why Gone Home resonated so much with me, and why I now seek out similar experiences as this genre’s popularity continues to grow.

Recently I’ve played a couple of games--practically back to back--that show the same kind of passion and focused story telling that I’ve come to love. It’s a good time to be a fan of walking simulators! And just to be clear, I don’t use the term “walking simulator” derogatorily. I used to really dislike the term, and honestly I still kind of do, but I also find it to be funny. I figure I’ll just embrace it.

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A couple of weeks back I finally played a game I’d heard much praise for, but hadn’t seen much of personally. That game was What Remains of Edith Finch. Things start off pretty simply, with the protagonist, Edith, walking through a wooded area on her way to her childhood house, which is apparently on Orcas Island in Washington state. Hmm, returning to an empty home located in the Pacific Northwest? This seems immediately too familiar. Things get interesting very quickly though as you uncover more about Edith’s family history and learn that the entire family has an eerie tendency to, in one way or another, die young. In a series of vignettes that comprise the meat of the game, you learn a bit about each of the family members, and how they ended up passing away. The game’s premise is perhaps inherently a bit disturbing, though the way these vignettes play out is extremely creative in most cases, and they subvert any expectations one might have going into a game like this. It was all just done so well, and it was definitely one of the best surprises I’ve experienced from a game in quite a while. By the end I’d become so engrossed in the stories of the members of this family that I actually got pretty emotional as the final pieces of the story played out, and Edith’s motivations for visiting the house to begin with became clear. I was able to have this experience that felt so enormous and meaningful within the time span of two or three hours, and therein lies the beauty. It’s a pretty closely guided experience, sure, but everything existed for a reason, and every moment meant something. It just makes for such a beautiful experience.

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The other game I played, this even more recently, is Tacoma. Tacoma is of course Fullbright’s follow up to Gone Home, and that alone carries a lot of expectation. Thankfully I feel like Steve Gaynor and the team were able to create something worthy of the lofty expectations. Tacoma takes place on the “lunar transfer station Tacoma,” a place that’s perhaps not the desired final destination of someone going into space, but rather a stepping stone to something greater, perhaps. The station is run by a corporation called Venturis, and none of the staff on Tacoma seem very thrilled with their employer. In fact, it’s actually pretty humorous and maybe a tad depressing when you realize that in this amazing future where space travel is possible, people are still going to hate their jobs. Everything can be so amazing, and still no one is happy. Almost as if it were the best of times, and simultaneously the worst of times... Anyway. You just know it’s true, though. Everything about Tacoma’s story seems incredibly, disturbingly plausible. The writing and voice acting play a huge part in that. Every side bit of story and information is worth seeking out, and adds to the impact of the story by creating believable emotional links between characters. And seeking out those bits of story is especially easy and rewarding due to the primary innovation Fullbright has introduced to the genre, which is a mechanic that allows you to scrub through story scenes as if they were videos. Different interactions and bits of story play out simultaneously in different parts of the station, and the only way to absorb it all is to continuously rewind in very freeform nature and follow each character’s movements in whichever order you see fit. This really makes it feel like you’re a fly on the wall experiencing all of the key moments of a space station in crisis.

I really enjoyed Tacoma. I do think it being set in space takes away that grounded feel of something like Gone Home or Edith Finch, which is an aspect I tend to prefer. That said, space is at least different and interesting, so I can appreciate that. The game also just left me wanting a little more. When the credits hit I still had questions about characters, organizations, and some other aspects of the universe they’ve built. I honestly find a little ambiguity to be fun, though. Necessary, even, in any great story. Anyway, I’ll likely play through it again and see if I can pick up on any bits of information I may have missed the first time through.

Thanks for taking the time to absorb my semi-coherent thoughts. I’d love to hear what others think of Tacoma considering its relation to such a popular game in Gone Home, and after the years of build up to it. Surprisingly, there hasn’t been much discussion of it here on the forums so far!

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Humanity

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IF you had to recommend one or the other, which would you say is a better story of the two? Which moves better both narratively and as an interactive vessel for storytelling? I haven't played one of these games, well basically ever. The closest I've come to playing and enjoying a "walking simulator" is probably SOMA and I feel that is already more mechanically involved than most of these games tend to be. I have bought Gone Home ages and still not installed it - but I'd like to think that I can appreciate a good story above limited gameplay. Tacoma intrigued me for a long time because I'm a huge fan of anything sci-fi and the setting seemed perfectly aligned with my tastes. A lot of these videos though turned me a little off when I found out it is in large part standing around and listening to blobs of color talk about their life. Not so long ago I had finished Horizon Zero Dawn and I didn't think standing around and watching featureless holograms prance about a room for 5 minutes at a time recalling tidbits of history ripped out of context was exactly thrilling, and this weirdly enough looks very similar.

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JJWeatherman

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@humanity: After some thought, I'd say play Edith Finch. Honestly, I think it's just more interesting. And I liked Tacoma, but Edith Finch just has more... tricks? The term tricks maybe devalues what Edith Finch does. It continuously changes and subverts expectations in ways that Tacoma doesn't, and I think the impact is significant.

Also I'd recommend when going into any of these games to do it with the mindset of simply going in to poke around. Be an observer. Just check everything out and don't be in a hurry. That's usually how I like to approach them anyway.

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Redhotchilimist

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Edited By Redhotchilimist

Edith Finch is the first walking sim I've actively checked out because that quick look was so great(at some point, Walking Sim gets the point across a lot better than all the "what is Firewatch??" stuff). Less walking around reading journals like it's a small part of Skyrim or listening to holograms like it's a small part of Horizon Zero Dawn, more like playing all these creative and weird death scenes(If we're expanding the genre a little bit into the "short, indie, emotional experience-style game", then I've also played To The Moon, Brothers: A Tale of Two Sons, Limbo, Oxenfree and Journey). There was just no greater sell for me than suddenly playing a different character that then becomes a cat, a shark, and a giant squid monster. I started playing Edith Finch at 9 in the afternoon and couldn't stop until like 4 in the morning, because I was so engrossed in seeing where it all went. Towards the end though, I do feel like it lost a little something. Three of the early deaths you play(Molly, Barbara and Walter) are tragic deaths involving monsters. Taken at face value, it seems like the curse might be true after all, and the home invasion-style of those deaths where I first play the tragic death and then have to explore the area where they died in the present day had me on the edge of my seat. I'd have jumped through the window if as much as a spider crawled across the floor in front of me at that point.

But after getting to the beach and graveyard, the tension and paranoia completely vanished for me. It's clear that there isn't as much a curse as it's just a few tragic accidents, one murder, a suicide, some parental negligence and an unhealthy obsession with pretty much celebrating death with tall tales. Molly ate some stuff she wasn't supposed to and got sick. Barbara was killed by either her boyfriend or a serial killer. Walter went a little nuts after Barbara's murder, and the monster he thought he heard was a train passing through(a train that goes underneath a tiny house on a small island that starts under the house for some reason -__-). And while those later deaths aren't any less interesting(Gregory, Sam and Lewis are all solid), there's no longer any doubt that they're just doing it to themselves, and hearing about the legend isn't helping. And that is a bit of a bummer for me, as interesting as I think the death sequences are. The one thing I know about Firewatch and Gone Home through osmosis is that it looks like some exciting shit is gonna happen, and then it was just very conveniently mistaken human error all along. Judging by what little I've heard of Tacoma, I already expect the twist to be that the rogue AI on board is actually completely fine and nice, perhaps while the employer is out to get you like in Moon, perhaps not. And I just don't see the point in it teasing stuff like that besides having a disappointing ending. Dude, this is so real, just like real life it's also gonna be a bummer ending that you just imagined would be fantastical. Maybe if you wanna just make a story about people, don't constantly tease something more interesting. I don't think all dramas in other media regularly tease that there might be a ghost or curse in there or an FBI conspiracy. Like what moral are you trying to get through, that ghosts aren't real and people can get paranoid/look for patterns in things as a form of escapism? No shit! I'd rather have an interesting story where the curse was a real thing.

Edith Finch's Milton is so weird though. I was interested to see where his story went, but when I got to his room it seemed like a whole lot of nothing. Then I looked it up, and apparently he's a tie-in/reference to The Unfinished Swan. I wonder if that means he's the one actual supernatural thing in the game.

Anyway, I did enjoy Edith Finch despite being disappointed by the theme/story in the end. It's a game with a lot of firsts for me, like the first game where I've played a baby being born or a baby drowning in his bathtub. But I don't think I'm gonna go out of my way to play Tacoma. What brings Edith Finch above and beyond those other walking sims for me in terms of interest in them is the different gameplay. I think those vignettes are awesome. I don't think taking the tiniest part of AAA games, the audio log/hologram log/text document hunting and placing that in its own game is very interesting. But while it's not my favorite thing in games, I do think there's value to these short, contained, emotional experiences in general.

Edit: Lol I hope you're interested in hearing what people have to say about Edith Finch, too

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tatsuyarr

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Glad you liked Tacoma even though I didn't, I guess my expectations were too high or maybe, as you said, I loved Gone Home because it was more grounded. I didn't think the story was interesting enough and I didn't like too much the AR part, I think I would have appreciated more if it would have been more like Gone Home, being alone and reading every documents I find.

Anyway because of you article I'm going to try Edith Finch tonight because I like this genre and it looks interesting.

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JJWeatherman

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@redhotchilimist Yeah, of course I'd like to hear about other people's thoughts on Edith Finch, too! Haha. Thanks for sharing your perspective as someone who isn't usually into these games. I see your points about Edith Finch, but I think the fact that none of the deaths turn out to be anything supernatural actually works well. That initial implication of "there's really something weird going on here!" is what draws you in, and you learn about what's actually more or less a normal family and their string of terrible tragedies. It uses supernatural imagery to tell grounded stories, and I think that's a cool way to go about it. I just like when a story is a little more relatable instead of being way out there, but opinions differ.

And yeah in your case maybe you don't need to play Tacoma... haha.

@tatsuyarr Nice, I hope you like it!