Actual Sunlight

Actual Sunlight CoverDeveloper: WZO Games Inc
First Release: 2013
Version Played: PlayStation Vita
Available: PS Store US | PS Store UK | Steam

Evan Winter is depressed. Nothing has any meaning anymore, but he gets up for work anyway.

This game is about depression and suicide, based on the game developer’s own experiences. It’s mainly told through text transcripts. These can include imaginary therapist conversations or chat show appearances. Between these sections there are pixel art locations which Evan can explore, uncovering more comments about his life.

There aren’t any happy endings here. Evan has internalised a lot of bad things about himself, and nothing that happens causes any change in that. He hates himself because he’s fat and sees that as a reason why no one will love him. He feels alone and as though his life is worthless. He does things like watch porn (not shown in the game) and play games to take his mind off things, then hates himself for it.

Evan has a lot of prejudices and is highly judgemental of the people around him. He doesn’t believe he has privilege as a white man, as his life is hard and he doesn’t feel part of a community. At the same time, he shows some awareness of the issues faced by others, such as realising his workplace is very white and discriminates against talented non-white people. There’s also a woman with a chronic illness, who he almost manages to empathise with, but not quite. In the end, it doesn’t feel to me as though the game world reinforces Evan’s view as being correct. It’s more that he has a narrow perspective and he doesn’t see much beyond himself. Though that doesn’t make it any less unpleasant to read for someone on the receiving end of some of his comments.

Actual Sunlight Screenshot

Image Caption: Evan, a small pixel art man wearing a red scarf, is standing outside an apartment building. The building has glass doors. Against the wall is an ATM, popcorn machine, lamppost, rubbish and trees/flowers. Ahead is the road with a streetcar stop.

As a study in depression, this game does a good job. Evan’s thoughts of worthlessness go round in endless cycles. He constantly thinks about jumping off the roof. When the destinations in the lift pop up, the option for the roof is always there. It’s clear from the start that things aren’t going to get better. Evan has no support network to notice or care that things are falling apart.

This is one of those games that could be exactly what some people need. Seeing someone else facing similar issues can help people. For others, it may be too much, particularly the frequent suicidal thoughts and lack of hope. There is also a message from the creator encouraging young people not to kill themselves, but at the same time, suggesting once people get to their late twenties it’s hopeless.

The game lasts about an hour and doesn’t have a lot of interactivity. It plays more like a short story with brief game interludes. I found it somewhat interesting, but it’s not something I’d want to replay. I always felt a certain distance from Evan because of his level of privilege. I’d never be in his situation, not because it’d be impossible for me to be depressed, but because it’d play out very differently based on my other marginalisations.

Everybody’s Gone to the Rapture

Game LogoDeveloper: The Chinese Room
First Release: 11th August, 2015
Version Played: PlayStation 4
Available: PS Store US | PS Store UK | Steam

Everyone has disappeared in a small village in Shropshire. All that remains are the things they left behind and a mysterious light.

This is an exploration game, where the story of the apocalypse is uncovered by searching around for scenes. These act out what went on before and during the event. The people are made from light, showing it’s a memory of what’s happened, not something happening in real time. Each area is named for a person, and finding all their important scenes unlocks the finale to their story.

Though it’s a story about strange events, it focuses much more on the human side. It’s about how people in the village cope with what’s going on. It’s about their relationships and history. Tying it all together is the story of Kate and Stephen, the scientists working at the local observatory. Kate is African American, a woman with a doctorate, and kept her last name after marriage. All things that don’t go down well in an insular village. Stephen, her husband, is a local lad. He doesn’t really understand the issues Kate is facing.

I enjoyed the way the story unfolded, from finding the first blood-stained tissues to the final revelations. There are some answers, but there’s also a lot left open to interpretation.

The village is a great setting for the game. The beautiful countryside is a strong contrast to the horrors. There’s a feeling of isolation from walking around the empty houses and streets. It’s also a little surreal due to the way time moves around the player. Each area is at a different time of day, so the sun swings around quickly at the transitions. Then it waits until the player moves on. I felt as though the light was trying to explain what happened, though why remains a mystery, as the character controlled by the player is never revealed.

A farm field in the game

Image Caption: An open gate leads into a field of golden wheat, ready for harvest. Trees surround the field. A barn and a windmill are in the distance.

Accessibility is a problem, due to the terrible save system. There’s no manual save. The autosave only happens at points where the player has to tilt the controller to see a scene. Nothing else makes the save happen, including story scenes that happen when close by (the majority of them), listening to radios, and finding collectibles. As there are a limited number of tilt scenes, this means it’s very easy to lose progress. My first two goes at the game, I didn’t get very far before I had to stop due to motion sickness. My next attempt, I avoided activating the tilt story scenes. Instead, I kept a list, and only backtracked to them when I needed to stop. Being able to save frequently is really important for people who need to keep playtimes short.

There is a decent density of things to find for the size of area. There are also quick routes to previous areas if required. However, the game does have collectibles and players may need to search for missed scenes. Which means the lack of a proper run to backtrack is an issue. There is sort of a run, as holding one button down will eventually increase the speed, but it doesn’t help much. Restricting players to walking speed only really works when there’s no need to go backwards. I probably felt this more because of the need to backtrack to saves all the time (often whilst feeling sick, so getting there quickly would have made it a lot more comfortable).

I realise developers do these things because they think it helps immersion and makes the experience more magical. So to be clear, this does not make me feel immersed and does not improve my gaming experience. Nothing kills the mood more than having to keep lists of where I can save and hoping I can get there before I vomit on my PlayStation.

In terms of story and setting, it’s an interesting game. It relies on creating a chilling atmosphere, rather than jump scares and the like. There’s some blood and dead animals, but it doesn’t go heavily into gore. It’s likely to appeal to anyone who likes that quiet horror feel. I only wish some of the technical aspects, such as running and the save system, had been as carefully done. It feels like the way someone who doesn’t play games might design those features, which isn’t very practical for actually playing.

Gone Home

Gone Home CoverDeveloper: The Fullbright Company
First Release: 15th August, 2013
Version Played: PlayStation 4
Length: Short
Available: PS Store US | PS Store UK | Xbox One | Steam

Katie returns home after touring Europe, only to find the house is empty. She has to piece together where everyone has gone from the clues left behind.

Though Katie is the character controlled by the player, this is primarily about her sister Sam. Finding notes and other objects triggers journal entries, written as though they were letters to Katie. Sam is a teenaged lesbian in the 1990s, and her story touches on dealing with her parents and finding her place in the world. In addition, Katie finds out more about her parents and the previous owner of the house.

There aren’t really any puzzles in the game, as it’s focused on story and exploration. It doesn’t get more complicated than finding a combination to open a lock.

I enjoyed the story. The voice acting was good, and it avoided a lot of the negative tropes that come with lesbian characters. I was a bit surprised it wasn’t a horror game, based on the way it’d been described to me. This is firmly based in the reality of family relationships.

The atmosphere in the house is well done. Floorboards creak whilst a storm rages outside. These things are on random timers, giving them an organic feel. There’s attention to detail with the rooms, making sure they have the expected everyday objects. Each family member has their own style, which shows in the things they own. That said, the realism of the house also means there isn’t anything very surprising around the corner.

I grew up in the 1990s, but in a very different environment to Sam. The whole angle of the feminist punk movement was new to me. The game has music (on cassettes that can be played), fanzines and badges for the bands. The commentary mode includes some thoughts from Corin Tucker, the singer from Heavens to Betsy. There’s a lot of interesting stuff in the commentary in general, so it’s worth playing a second time with it activated.

Accessibility is reasonable. The game has options to remove head movement, and has a crosshair in the centre by default. This helps reduce motion sickness issues. Subtitles and text overlays for notes are also options. There are a few flickering lights in places, but the flickers are short and don’t create a strong strobe effect.

This is an interesting game about growing up and relationships. The emotional narrative and attention to detail stood out as strengths. The short playtime could be an issue for gamers on a budget. There are themes of anti-gay prejudice in the main storyline, and child abuse is implied in the side narratives, though none of that is very graphic.

inFAMOUS: First Light

First Light Cover

Developer: Sucker Punch Productions
First Release: 27th August, 2014
Version Played: PS4
Length: Short
Links: Trailer One, Trailer Two

inFAMOUS: First Light is a short prequel to inFAMOUS: Second Son – a 3D action game set in the near future. First Light was offered as extra content for Second Son players, but is also sold as a standalone game. I got a copy as part of my PlayStation Plus subscription, having never played the other inFAMOUS games. My thoughts are from the perspective of how the game stands up on its own for players who are coming into the series with this as their first game.

In the inFAMOUS world, conduits (superpowered people) are controlled by the authorities in the USA. They’re locked up in government facilities and trained to use their powers for official purposes (like working for the D.U.P., who contain and control conduits).

Abigail “Fetch” Walker is a conduit who controls neon. When she’s a child, her parents want to turn her over to the authorities, so her older brother runs away with her. They spend years living on the streets, struggling with drug addiction, and carrying out petty theft to raise enough money to escape to Canada. This evidently goes wrong, as Fetch is in a D.U.P. prison for conduits, telling her story about what happened in Seattle a few years earlier.

It was clear the game wasn’t initially intended for people who hadn’t played Second Son. The early part forgot a few details, like highlighting what waypoints looked like. Or that waypoints existed at all, and that was the place I needed to go on the map. I wandered a series of streets I couldn’t tell apart until I figured it out. Once at the waypoint, it threw me into a combat situation without a clue about which keys were for combat. A button-mashing extravaganza ensued.

Once I survived that, the game had a combat tutorial (these take place in the prison, where Fetch alternates between telling her story and doing combat training). Because the best time for a combat tutorial is after you’ve already had to fight something. Needless to say, the game wasn’t making the best impression at this point.

But it was free and I wasn’t going to get any more free games for a few weeks, so I kept at it. I took some time out from missions once the open-world objectives appeared on the map. A bit of wandering around and fighting random gang members helped a lot with learning the combat system. The game grew on me after that point, though still had some issues.

Starting with the positives, I liked Fetch. Her neon powers are interesting (she absorbs neon, and uses it to create light weapons, turn into light and run, and other things). Her character design is good, with clothes and mannerisms that match her character, rather than having her posing sexily in her underwear (unfortunately common in games, even when it’s snowing). Her voice actress hits the mark of someone young who’s been through a lot.

The portrayal of women was generally okay. Of the main voice-acted parts, three are women (Fetch, the head of the prison, and a hacker who helps on some missions) and two are men (a drug lord and Fetch’s brother). So Fetch isn’t a single woman in a world consisting entirely of men. There are some uncomfortable themes, like the drug dealer being creepy and sexist towards Fetch, and women being kidnapped by human traffickers, but these aren’t shown as good things (or shown in such loving detail that it seems the storywriter is fetishising them). I would have liked to hear a female voice alternative for the D.U.P. armoured people, as it’s clear they employ women and anyone could be in those armour suits… yet the voice for the mob is always a man. Though the main point isn’t so much First Light, but that the main games of the series have all had men as leads. Fetch gets a smaller prequel game rather than a main title, which is an elephant that needs pointing out.

The open world (the Seattle parts of the game) was a good idea in principle, with collectibles (lumens), lumen races (chasing after moving lumens) and neon graffiti as things to find. It encourages the player to explore the whole map. It’s only a pity the city wasn’t worth exploring. Seattle was beautifully textured for sure. The rain effects were nice, like reflections in the puddles and rain falling on the camera when it was angled up. But the city districts weren’t very distinctive. The buildings felt like empty boxes, which were only there as platforms to jump off to reach lumens. There wasn’t a sense of exploration or finding something unexpected around the corner. A few buildings were clearly copies from the real Seattle, which is nice enough, but the overall city was rather lifeless. As most of the game took place here, this was a problem.

Story isn’t a strength of the game. It has a straight-forward and simple storyline. It does its job well enough, of introducing the character, and holding together the action. It’s just not likely to surprise anyone.

Once the game is done, the player can continue to roam Seattle or play in the prison arenas. The arenas score points, which go on a leader board. In theory, a player could spend a lot of time playing the arenas to compete with other PlayStation players. In practise, I doubt that many people keep playing the arenas after they earn their trophies, as they’re not that interesting. It is worth going for the trophies though, as unusually for a short game, this one comes with a platinum trophy.

I enjoyed the game in the end, but not enough to want to buy the other inFAMOUS games. I might have been swayed if Fetch had been the main character in Second Son, but she isn’t. As far as First Light goes, the grittier sides of the world might put off some players, as there is human trafficking, torture and needles are shown. But if you’re in the market for an action game where you get to smite things with superpowers, and you’re not too worried if the world and story aren’t the strongest, it’s not a bad title.