<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Narrative Games - vo.rs</title><link>https://vo.rs/tags/narrative-games/</link><description>Latest from the Narrative Games 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, 27 Aug 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/narrative-games/" rel="self" type="application/rss+xml"/><item><title>Still Wakes the Deep: Horror on a Rig With a Scottish Accent</title><link>https://vo.rs/respawn/still-wakes-the-deep-horror-on-a-rig-with-a-scottish-accent/</link><description>&lt;![CDATA[<p>The first hour of<em>Still Wakes the Deep</em> is a man walking to work. You are Caz McLeary, an electrician on the Beira D, an oil platform in the North Sea in December 1975, and before anything goes wrong you spend a good while doing the job: crossing gantries, being shouted at, ignoring a payphone, absorbing the specific social weather of a workplace where everyone knows exactly why you took a posting this far from home.</p><p>I have watched The Chinese Room build atmosphere for over a decade —<em>Dear Esther</em>,<em>Amnesia: A Machine for Pigs</em>,<em>Everybody&rsquo;s Gone to the Rapture</em> — and the studio has always been able to do a place. What it has historically struggled to do is give you something to<em>do</em> in the place. This one, out on 18 June 2024 for PC, PlayStation 5 and Xbox Series consoles and on Game Pass from day one, is where that changes. Not completely. But enough that it&rsquo;s worth taking apart.</p><h2 id="the-beira-d-spoiler-free">The Beira D, spoiler-free</h2><p>The rig has a name out of Scottish folklore. Beira is the winter hag, the Cailleach who shapes the land with a hammer and holds the cold in place until she&rsquo;s beaten. Somebody in the writing room chose that, and it&rsquo;s the kind of detail that tells you the game&rsquo;s Scottishness is load-bearing rather than costume.</p><p>The premise is public and simple: the drill goes into something it shouldn&rsquo;t, and the platform stops being a workplace. You have no weapons. You never get any. What you have is a body that can climb, crawl, squeeze, swim, and hide, and a set of colleagues whose survival is variously your problem.</p><p>It runs five to six hours. The Unreal Engine 5 work is genuinely startling in places — the rig at night in a swell, lit by sodium and flare-stack orange, is one of the best-realised industrial spaces anyone has shipped, and the water has a weight to it that most games don&rsquo;t bother to simulate because most games don&rsquo;t need you to believe the sea is trying to kill you specifically.</p><h2 id="the-accent-is-a-mechanic">The accent is a mechanic</h2><p>Here is the first systems observation, and it is going to sound like a criticism of the sound design until I finish it.</p><p>The dialect is thick. Glaswegian, unsoftened, at speed, with the swearing left in and no concession made to a player who wants every line legible. A chunk of the reaction to this game was people asking for subtitles, or asking why a horror game would deliberately make its dialogue hard to parse.</p><p>Because that is what being the new guy in an industrial workplace sounds like. You catch about seventy per cent. You reconstruct the rest from tone and context and the direction somebody is pointing. You laugh half a second late at a joke you only partly got. The comprehension gap is the<em>character&rsquo;s</em> comprehension gap made yours, and it does more to establish Caz&rsquo;s position on that rig than any amount of expository voice-over could.</p><p>It also does something structural. When the horror starts, the radio chatter and the shouted instructions become the only information channel you have, and you are already trained to work at seventy per cent. You are already leaning in. A game that had flattened its accents for legibility would have had to build that tension from scratch.</p><h2 id="the-rig-is-the-antagonist">The rig is the antagonist</h2><p>The second systems observation is the one that makes the design work.</p><p>The Beira D is a<em>knowable machine</em>. In that first hour, before anything is wrong, the game teaches you the platform: the module you sleep in, the walkway to the drill floor, where the noise is, where the wind gets you, which door sticks. It is doing the thing a good level does, which is to install a map in your body rather than in your menu.</p><p>Then it takes the machine apart. Structures list. Corridors you walked upright become chimneys you climb. Floors become walls. The route you knew is still<em>there</em>, geometrically, and it has been rotated forty degrees and half-flooded and you have to re-derive it under pressure with a thing behind you.</p><p>That is the whole horror engine, and it&rsquo;s an elegant one, because it needs no monster to function. The dread comes from a competent man losing his competence — from the specific, awful feeling of knowing where you are and being unable to use the knowledge. The creatures are the punctuation. The disassembly of a workplace you had learned is the sentence.</p><p>The Chinese Room&rsquo;s traversal verbs are simple to the point of austere: grab, shimmy, mantle, swim. There is no stamina system, no climbing gear, no crafting. And the austerity is right, because the game wants every ounce of your attention on<em>reading the space</em>, and a resource bar would have given you something else to look at.</p><h2 id="the-real-ancestor-of-this-is-the-ishimura">The real ancestor of this is the Ishimura</h2><p>Everyone reached for<em>Amnesia</em> when this landed, which is fair — The Chinese Room made a sequel to it, and the no-combat, hide-and-look-away grammar is inherited directly from Frictional&rsquo;s 2010 design.</p><p>But the truer ancestor is the USG Ishimura.<em>Dead Space</em> worked because the ship was a plausible industrial vessel with an engineering logic, staffed by people doing jobs, and the horror was administered<em>through</em> the machinery — you went to the centrifuge because the centrifuge needed fixing. The Chinese Room has taken that lesson and stripped out the plasma cutter, which is the interesting move, because the cutter was<em>Dead Space</em>&rsquo;s compromise: a horror premise resolved by an inventory.</p><p>Take the tools away and the industrial setting has to carry everything. It nearly does. And if you want the modern statement of that idea in its most polished form,<a href="/respawn/dead-space-2023-the-remake-as-restoration/">the 2023 Dead Space remake</a> is a masterclass in the ship-as-antagonist, with the shooting reduced to something closer to maintenance.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The design has one honest problem, and it&rsquo;s the problem every no-combat horror game has: the failure state.</p><p>When you cannot fight, the only tension a designer can add is death by mistake, and death by mistake in a linear game means a checkpoint reload, and a checkpoint reload converts terror into procedure. There are stretches in the back half of<em>Still Wakes the Deep</em> — chases, hide sequences — where the third attempt at a corridor has stopped being frightening and become a route to be executed. The game knows this, which is why it uses these sparingly, and it still uses them a few times too many.</p><p>The other issue is inherited from the studio&rsquo;s history. There are passages where the game stops being a game and becomes a corridor with a monologue in it, and however good the voice work is, you can feel the hand on your shoulder steering you toward the emotional beat. The Chinese Room got better at verbs here. It has not yet fully stopped believing that the meaning lives in the writing rather than in what you do.</p><h2 id="the-verdict">The verdict</h2><p><em>Still Wakes the Deep</em> is the best thing The Chinese Room has made, and the reason is that it finally aimed its enormous talent for place at a place that could be<em>operated</em>. A rig is a machine with a job. Teaching you the machine and then breaking it is a horror design, executed with verbs, and it works.</p><p>It also does something almost no game does: it takes British industrial labour seriously, gives it its own accent, and lets the men on the platform be funny and tired and competent before they are victims. That&rsquo;s five hours well spent, and the length is honest — it stops at exactly the point where the trick would have started to show.</p><p>Play it on whatever runs Unreal 5 comfortably; the lighting is most of the argument. If you want the neighbours:<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis</a> does isolation horror with far stranger tools and a much tighter grip on its own imagery, and<a href="/respawn/control-remedys-brutalist-office-horror/">Control</a> is the other great game about a building that stops behaving like a building.</p><h2 id="spoilers-below">Spoilers below</h2><p>The clearest evidence that the design understands itself is the way the rig&rsquo;s geometry becomes the story&rsquo;s argument.</p><p>By the last act the Beira D has been reorganised into something that is still, recognisably, an oil platform — the handrails are handrails, the signage is signage — while being entirely unusable as one. Caz climbs through the accommodation block from the wrong angle. Doorframes are load-bearing in the literal sense. The thing that came up the drill string does not need to hunt you, because it has already made the environment do the hunting.</p><p>And the ending is where the game&rsquo;s whole thesis about labour lands. Caz took this job to get away from a mess he made onshore. Everything he does on the rig is an attempt to get back to the family that mess was aimed at. The last hour keeps offering him the industrial verbs — fix it, climb it, open the valve — and every one of them is a competent man&rsquo;s tool being used for something no rig manual anticipated.</p><p>What The Chinese Room got right is that it never asks him to become a hero. It asks him to do maintenance under impossible conditions, and then it asks what maintenance costs. The final act is a job, and the job is finished properly, and the price of finishing it properly is the whole point of setting a horror game in a workplace in the first place.</p>
]]></description><pubDate>Tue, 27 Aug 2024 09:00:00 +0000</pubDate></item><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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