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Mento

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Indie Game of the Week 184: Night in the Woods

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Night in the Woods is one of those known quantities I'll sometimes work into this feature, like I'm spackling over a conspicuous gap in my own playing history than introducing something fairly obscure to what I'm hoping is a receptive audience of Indie-lovers. The brainchild of animator/illustrator Scott Benson and helped into video game reality by someone we probably don't need to name here, Night in the Woods is a... charitably, I think we'd call it an adventure game with an open-world aspect, but might more accurately name it a hanging out not doing much in particular simulator, or a HONDMIPS. I've noticed the HONDMIPS genre picking up in the Indie scene in recent years with the likes of Always Sometimes Monsters and, uh, that top-down coffee shop game Jan played a while back whose name I can't recall, as I suppose it fits the truism that you "write what you know": many creative types - myself assuredly included - are painstakingly familiar with the stage of a person's life where gainful employment and affording food to eat is an ever present threat to any and all artistic aspirations.

Night in the Woods follows Margaret "Mae" Borowski: a college dropout who finds herself returning to her depressing, run-down hometown of Possum Springs while she procrastinates on having to think about the next stage of her life. A few of her highschool friends are still around, including the overexcitable Gregg and lugubrious Bea (both of which working retail jobs they more or less hate), and Mae's old troublemaking behavior re-emerges as she follows a mostly nocturnal routine each day that starts late afternoon and terminates around midnight. There's also suggestions that something less than wholesome is affecting the town, though we're only getting hints of that in the opening chapters (like a severed arm in the middle of the street). Honestly, a lot of Mae's hometown blues hits uncomfortably close to home for me, and is a phase of my life I'm loath to revisit; more so than highschool even, since at least I was in the same boat as everyone else at that age and didn't feel like quite as isolated. Granted, I never dropped out of college like Mae did, but finding yourself stuck back in the quiet burg in the middle of nowhere that you were raised in, faced with the real possibility of never leaving again, is one of those unenviable situations that can be and has been the source of a lot of consternation and grief. I'm making it sound like this game is digging up a lot of past trauma, which it honestly isn't, but I know that there's drama on the horizon that neither I nor Mae wants to reckon with any time soon. Better to just throw rocks at windows and smash fluorescent tubes until the situation somehow resolves itself, for as self-defeating as that attitude is.

An excruciating encounter with a former flame (not that actual flame, the guy in front of it) at least birthed a sweet new nickname.
An excruciating encounter with a former flame (not that actual flame, the guy in front of it) at least birthed a sweet new nickname.

Anyway, when the game isn't making me feel bad emotions, it's making me feel good ones. The writing is delightful, with even incidental characters getting some amusing backstories and dialogue chains with Mae, who bounces between real and faked interest. Each day brings with it a number of possible activities to do around town, almost none of them essential beyond filling the playthrough with low-key shenanigans and optional worldbuilding. The visuals are also excellent: I can take or leave another game where all the principal cast are anthros and never seem to address it (it scrambles the gray matter a little that there are actual cats in a world with catpeople, where the catpeople even keep the cats as pets; I don't know how to logically parse any of that) but the character designs and backgrounds have this angular but cute look reminiscent of this excellent Beartato webcomic I used to read until its author decided to update once every other year. It also manages to hit that same easy-going groove that Mutazione does (though I should clarify that Night in the Woods came first) where you never have to walk around town talking to all the NPCs after a chunk of time has passed, but you find yourself wanting to anyway just to spend more time around these people and figuring them out for the sense of community it brings and for more of the game's mostly terrific writing. I also like that Mae regularly sketches in her journal after something piques her interest, either from an encounter or a remarkable object in the background; like the similarly arty journal entries in Life is Strange, it's both a window into the interiority of the protagonist as well as an occasional source of humor.

And now for the two other major bummers about the game, beyond the self-loathing early-20s awkwardness: the mini-games and the sense of FOMO that permeates its daily itinerary format. On the former: there's a compelling top-down hack'n'slasher introduced as a game-within-a-game that starts to lose its allure quick by decreasing your maximum health the further you climb its titular Demon Tower despite also increasing the difficulty of its bosses and regular enemy encounters; the other mini-game is an exasperating Guitar Hero rhythm game with enough lag to make me terrible at it, and the game makes you feel bad for playing badly (just as Dr. Zoidberg would have it). There's a few lesser mini-games, like a thievery-themed version of Red Light, Green Light and a vaguely interactive astronomy lesson on the lesser known "dusk star" constellations, but they're not quite as aggressively unfun. All the same, most of these are either incidental or have no bearing on the game progression if you screw them up, but they don't really add anything either. The FOMO thing, meanwhile, comes from when you're given options on how to spend each day and more specifically who you spend them with, perhaps the idea being that you play through the game again to see the other "route" while presumably taking note of all the clever foreshadowing the game may or may not be doing. I'm not really a "two playthroughs" kinda guy though, especially with an lesiurely paced adventure game like this where it takes a long while to move around and finish story sequences, so I'm just going to have to deal with not seeing a good portion of the game (unless there's a chapter select of which I'm not aware).

I spent way too long on this g-d mini-game when I could've been making more progress with the story for the sake of this blog. Impressive that something that could almost be its own separate game was squeezed in there though.
I spent way too long on this g-d mini-game when I could've been making more progress with the story for the sake of this blog. Impressive that something that could almost be its own separate game was squeezed in there though.

On the whole, and personal life stuff-related reservations aside, it's easy to see the appeal of the game and why it peppered so many GOTY lists back in 2017 despite all the heavy competition that year. It speaks to that uncomfortable, formative period in most of our lives where we were largely rudderless and enjoying our new-found independence and "adult" pursuits as a means to actually avoid being responsible adults for as long as possible. Once you sober up and take a long hard look towards the exhausting endless highway of nonsense that is adult living, you either shape up or burn out; that is to say, you either become Scarlett Johansson's character in Ghost World where you focus on finding a job that doesn't suck and eventually work up to starting families and owning your own place, or become Thora Birch's character in Ghost World where you fuck around with the local weirdos and relive the hits of your childhood until you eventually give up and take that mysterious bus to nowhere. I could also understand how that sort of post-adolescent navel-gazing could rub folks the wrong way - most of the hardscrabble grown-ups of Possum Springs aren't exactly receptive to Mae's "problems" either - especially if they're already put off by all the teenspeak dialogue and the directionless core progression as you bounce from one late evening juvenile antic to another. My opinion lies somewhere in the middle: while I can appreciate NitW's strengths (presentation, dialogue) I can also despair of its missteps and occasionally grating attitude. Still, I'd like to see where its story eventually goes, as well as keep up with the gaggle of strange townies I keep bumping into. I just hope my curiosity doesn't kill the cat, so to speak.

Rating: 4 out of 5. (Post-Completion Edit: Upgraded to 4, since I did enjoy my time with these characters despite the gripes.)

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6 Comments

6 Comments

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wollywoo

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Edited By wollywoo

This is a nice review and I agree with most of it. I really like the comparison to Ghost World - I watched that movie recently and it definitely gives a similar feeling. I was surprised to see your score at the end though - based on this review I'd think it would get at least a 4/5. You say that the writing is amazing, but this game is pretty much all writing. It lives or die by the writing - everything else is just icing.

You complain that the minigames were bad, which is fair, but I thought they gave some nice variety. To me, each minigame felt like it was there just to give you the feeling of existing in this world and hanging out with these characters, not to be fun in and of itself. I spent all of five minutes on Demon Tower and found it an amusing time-waster before moving on. I thought the guitar minigames was stupid fun just because of the catchy songs. Though as a game in itself it wouldn't be fun, it's pretty funny to have it be frustrating. In my head that just equated to the fact that music is hard and Mae is bad at it. It fits perfectly with her character. It would be weird if she turned out to be incredibly skilled, because she doesn't seem to care about practicing or anything. It's more just an excuse to hang out with her friends. (I did find the platforming dream sequences a little monotonous after a while.)

As for FOMO - to me the branching paths just made the game feel more dynamic and interesting. In the real world you have to make these kinds of choices - who do you hang out with tonight? What other adventures could you have missed? That's life, you make choices and must live with them. FOMO is not a drawback, it's a design choice that suits the game's premise of everyday, boring life very well. I had no desire to go back and play again to find out what I had missed as I felt like I had seen a complete story.

Of course, I totally get that it might hit a little close to home and could be uncomfortable. But that's really just a credit to the writers' skill.

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Mento

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@wollywoo: Yeah, fair enough. I've been having my ups and downs with it while making incremental progress since I wrote this, and some of my gripes here are kinda petty in retrospect. It's trying and struggling to put to paper (or website text) a general discontentment I've felt while playing it; it's not so much that the mini-games are all that irksome (Demon Tower was OK for the most part and I like that idea that Mae is just bad at bass and no-one seems to mind too much, though having achievements for doing well suggests it is a mini-game you should hypothetically still be good at) or that the small town adulthood drama is too depressing, but that something more elusive - or a series of smaller somethings - is dragging the overall experience down.

Actually, I think it has more to do with playing it on a system that can't really keep up with it. It's a side-scrolling 2D game so it didn't seem super demanding when I installed it, but there are a lot of visual effects like bloom and weather that causes it to become a lot slower, especially when the fog rolls in or during those aforementioned misty dream sequences. I think playing this game at 50%-70% speed most of the time is making its progression feel more sluggish than it actually is (or deserves to be bashed for).

I still like the characterization and writing for the most part which is, as you say, the game's core. That I exhaust myself running around town talking to everyone and am annoyed by how much of the content requires multiple playthroughs perhaps speaks more to how much I'm enjoying that side of things, if still irritated by how inconveniently it's delivered. Even in ideal conditions I don't think this would've been a big hit with me, but I'm just about invested enough to push past my reservations and see it through. That's more or less my usual process for a 3-Star game.

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thesquarepear

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Edited By thesquarepear

I was never cool or good enough to be in a band myself so I can relate to Mae there.

I think I like the part of Night in the Woods that I've played but much like Firewatch and other games like Gone Home or Everyone's Gone To The Rapture, I wish the media would be crystal clear that these games are basically (deconstructions/variations of) point and click adventure games.

You could argue that games have caught up to music and movies as "art" because you will see people rejecting criticism with "You just don't get it, man". That's probably for the best in the end but it looks like it's bringing all the downsides of gatekeeping on both sides with it.

Anyways thanks for sharing your thoughts because Night in the Woods is so different that I'm not quite sure what I think about it. I agree that it could definitely improve on the cohesion of the gameplay parts.

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Mento

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@thesquarepear: Maybe apropos of nothing, and I was going to mention it in the blog but didn't find a good place to squeeze it in, but I've noticed a few adventure games of this particular type (heavier on characterization/story, lighter on puzzles) adopt sort of a "serial drama" aspect where it takes place in the same location over a series of days, and you can observe various side-stories slowly move forward along with the main plot.

Night in the Woods follows this structure, hence why most of my time with the game has involved running/jumping around Possum Springs seeing how minor characters like Selmers or Germ are getting on after another day has passed, and it's also present in Firewatch (which builds upon the protagonist's dull routine and eventually subverts it, like another interesting narrative game I played recently called The White Door (it was in that Racial Equality Bundle, if you wanted to add to your list)) and Mutazione (which features a tight-knit community with various ongoing concurrent dramas).

I think this structure is an overall net gain in how it makes you care about these characters by spending a week or more with them and watching them evolve, but it also means a lot of repetition as you hit all the stops on each "daily constitutional." It's what's made NitW feel considerably more drawn out than other adventure games of a similar size and scope, though I do take some culpability due to the slightly OCD way I'm approaching it.

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Ulfhedinn

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Gonna keep my out on that.

Getting some heavy Fritz the Cat adult vibes just without all the nudity.

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My feelings towards Night in the Woods are divided between my love of the small character-to-character moments and my dislike of the main character's woe is me apathy. And that's not to fault the writing - as you mention, the character is clearly a divisive one even within the game itself, and I found myself nodding along to a lot of the reactions to her self-proclaimed problems. But it doesn't make it any more fun to actually play as her either, particularly when you factor in some end-game wannabe John Dies at the End nihilism, I get frustrated enough shouting mentally at people in real life "just try to do SOMETHING." I don't want to play that shit out in a video game.

And yet, I think the game still made my best-of list. I don't know. The fundamentals are there. The pieces are decent. But it's still a frustrating game anyways.