<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Indika - vo.rs</title><link>https://vo.rs/tags/indika/</link><description>Latest from the Indika desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 23 Jul 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/indika/" rel="self" type="application/rss+xml"/><item><title>Indika: The Nun, the Devil and the Argument</title><link>https://vo.rs/respawn/indika-the-nun-the-devil-and-the-argument/</link><description>&lt;![CDATA[<p>There is a moment, maybe twenty minutes into<em>Indika</em>, when you kneel at an icon, press the button to pray, and a small number floats up out of the candlelight. Points. You have earned points for praying. A menu exists to spend them in. It has tiers and branches and the little connecting lines that every progression screen has had since somebody decided a role-playing game needed a visible spine.</p><p>I have been reading progression screens since a C64 loaded them off tape one agonising block at a time, and my hands knew what to do with this one before my head caught up. Which is exactly the trap.<em>Indika</em> is a game about a novice nun in an alternate nineteenth-century Russia who is talked at, constantly, by the Devil, and it puts an experience bar in front of you because it wants to watch you reach for it.</p><h2 id="the-setup-spoiler-free">The setup, spoiler-free</h2><p>Odd Meter&rsquo;s game arrived on 2 May 2024 for PC, PlayStation 5 and Xbox Series consoles, published by 11 bit studios — a house with a taste for games that have an argument in them. The studio itself has a documented history worth knowing: founded in Moscow, relocated to Kazakhstan following Russia&rsquo;s invasion of Ukraine, and finishing a game steeped in Russian Orthodox iconography from outside the country that iconography belongs to. That context sits under the whole thing without ever being announced.</p><p>You are Indika. You live in a convent where the other novices bully you in the small, grinding, deniable way that institutions permit. You are sent out with a letter to deliver. On the road you meet Ilya, an escaped convict with a ruined arm and an unshakeable conviction that a relic will heal it. The two of you travel together through snow and industrial ruin and a landscape scaled somewhere between Tarkovsky and a fever, all of it rendered in Unreal Engine 5 with a fondness for enormous rusted machinery that has no business being that big.</p><p>And the Devil talks. He talks in the register of the friend who is bad for you. He is reasonable. He is funny. He asks the questions Indika is not allowed to ask herself, and he is right often enough to be a problem. The voice work carries most of the game&rsquo;s weight and it holds.</p><p>It runs three to four hours. I want to be plain about that, because a chunk of the discourse around<em>Indika</em> was about price against length, and it is the wrong argument. Three hours of a design that knows precisely what it is doing is worth more of your life than forty hours of a map full of icons.</p><h2 id="the-points-that-are-not-points">The points that are not points</h2><p>Here is the systems read.</p><p>Praying awards points. Collecting things awards points. The upgrade tree lets you spend them. Everything about the presentation of this system is competent and familiar and utterly straight-faced — the fonts, the chimes, the satisfying little tick as a node fills in.</p><p>The system does nothing.</p><p>I don&rsquo;t mean it is badly balanced. I mean the fiction and the mechanics are pointing at each other. Indika&rsquo;s piety is being measured, quantified, banked and upgraded, in a game whose entire subject is whether any of that measurement means a thing. The Devil&rsquo;s running commentary is essentially an audit of her interior life, and the game hands you a UI that performs the same audit and asks you to enjoy it.</p><p>What makes it land is that it isn&rsquo;t a gag delivered once. It is a<em>system</em>, running the whole time, accruing. You keep praying because the number goes up. You keep detouring for pickups because the number goes up. Some part of your brain that learned to want numbers thirty years ago is being played like a cheap instrument, and the game knows, and it lets you carry on.</p><h2 id="the-real-ancestor-of-this-is-the-arcade">The real ancestor of this is the arcade</h2><p>Everyone reached for<em>The Stanley Parable</em> when<em>Indika</em> landed, and I understand the reflex, but I think the ancestor is older and duller and more interesting than that.</p><p>Score is vestigial plumbing. It exists because arcade cabinets needed a reason to want another coin, and when games moved into the home the score came with them out of pure inheritance — nobody was competing for the leaderboard on the sofa, and yet there the number sat, top of the screen, on game after game I loaded off tape. It measured nothing. It was ritual. Later, role-playing games rehabilitated the number by wiring it to actual capability, and a whole industry learned that the safest way to keep somebody playing is to show them a bar filling.</p><p><em>Indika</em> takes that inheritance and puts it in a habit. The upgrade tree is the ritual number, restored to its original meaninglessness and then aimed at something. That is a better joke than a fourth-wall gag, because it needs you to have decades of trained behaviour in your thumbs before it can fire.</p><h2 id="where-the-design-earns-it">Where the design earns it</h2><p>Two other mechanics do real work.</p><p>The pixel-art interludes — 2D sequences in a deliberately crude retro register, standing in for Indika&rsquo;s memories and inner life — could easily have been a stylistic flourish. They function instead as a second register of truth, a childhood rendered in the visual language of the era&rsquo;s cheap games, which is to say rendered as something already flattened and simplified by being remembered. The shift in fidelity is doing the narrative work.</p><p>Then there are the bells. Ringing one causes the world to change state around Indika: geometry shifts, obstruction appears or clears, the route through a space is rewritten by an act of religious noise. As a puzzle mechanic it is generous — the solutions rarely ask more of you than noticing. As an<em>idea</em> it is the sharpest thing in the game, because it makes faith load-bearing in the most literal sense available to the medium. The bell tolls and the world is different. That is what the doctrine claims and what the game, for a few minutes at a time, makes true.</p><p>This is the craft point worth taking away. A metaphor in a cutscene is decoration. A metaphor in a traversal system is architecture.<em>Indika</em> keeps choosing architecture.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>It is not tidy work. The puzzle sections are the weakest tissue — a handful of them are box-and-lever busywork whose only function is to slow your walk so the dialogue can finish, and a game this confident about its systems should have trusted itself to just let you walk. There are stealth-adjacent stretches that add tension by adding failure states, which is the least imaginative tool in the drawer, and<em>Indika</em> reaches for it more than once.</p><p>The Devil, too, occasionally does the thing where a character explains the theme he is embodying. He is at his best being wrong in a charming way. He is at his worst being a commentary track.</p><p>And the tonal ceiling is real. The game wants to be both a serious interrogation of institutional faith and a piece of blackly funny absurdism, and in the last stretch those two intentions start elbowing each other. Some of what reads as a swing at profundity lands as a shrug.</p><h2 id="the-verdict">The verdict</h2><p><em>Indika</em> is the most interesting thing 11 bit put its name to in 2024, and the reason is that its argument lives in the verbs. A game about whether piety can be counted gives you a counter. A game about faith making the world tractable gives you a bell that makes the world tractable. Odd Meter understood that the medium&rsquo;s native language is systems, and it wrote in that language rather than around it.</p><p>The puzzles are thin, the stealth is filler, and the last act reaches past its grasp. It is still three hours you will think about for longer than the three hours, and it does something almost nobody else attempted that year: it treats the progression bar — the industry&rsquo;s most naturalised, least questioned piece of furniture — as a subject in its own right.</p><p>If you want more games where the interface is making the argument,<a href="/respawn/tunic-the-manual-is-the-game/">Tunic</a> turns its own instruction manual into the design&rsquo;s central puzzle, and<a href="/respawn/inscryption-the-card-game-that-keeps-breaking-its-own-frame/">Inscryption</a> keeps breaking out of whichever frame it has just taught you to trust. For the narrative-first end of the same shelf,<a href="/respawn/pentiment-the-manuscript-as-murder-mystery/">Pentiment</a> does the historical-faith setting with a much steadier hand and a much longer runtime.</p><h2 id="spoilers-below">Spoilers below</h2><p>The system pays off at the end, and the payoff is the whole reason to talk about it.</p><p>The points go away. Every prayer you banked, every detour you took, the entire tree you spent hours filling in — the game closes the ledger and hands you nothing for it. The accounting was real; the account was fictional. The surprise is the least of what makes it work. What makes it work is that the game told you, over and over, in the Devil&rsquo;s voice, in every line of dialogue about whether Indika&rsquo;s devotion is worth anything, and you kept pressing the button anyway because a number went up.</p><p>That is the difference between a twist and an argument. A twist reverses what you believed. An argument makes you complicit and then shows you the receipt. You were told the counting was hollow by every non-mechanical element of the game, and you counted regardless, because thirty years of design taught your hands to want the bar full.<em>Indika</em> isn&rsquo;t asking whether its protagonist&rsquo;s faith is a delusion. It has already answered that question about yours.</p><p>Which is why the length is not a flaw. The joke only works if you play long enough to invest and not so long that the investment becomes labour. Three hours is the correct dose. Odd Meter measured it.</p>
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