Three Fourths Home: Extended Edition

Three Fourths Home LogoDeveloper: [bracket]games
First Release: 20th March, 2015
Version Played: PlayStation 4
Available: PS Store US | PS Store UK | Steam

Kelly talks to her family on the phone as she drives home through a storm.

This is a simple interactive story. The main story is the drive, though the extended edition also includes an epilogue and some extras. The art looks like monochrome cutouts, with the background shifting to reflect the conversations. It’s a simple and effective style. My main issue is the text was grey on white with rain cutting across it, which is not very readable.

The player chooses dialogue options during the drive to change the direction of the conversation. Choosing an option makes that what happened, such as deciding what happened when Kelly left home earlier in the day. There shouldn’t really be anything to go wrong with gameplay this simple, but the player has to hold down one of the trigger buttons for the entire game. When the button is held down, the car drives forward and the conversations continue. When it’s released, the game pauses. This is not an accessible design decision, as it can cause wrist and hand problems. I did like the way everything froze in time when it paused, but this could have been done with a single press to start the car and another press to stop it.

That criticism aside, it’s an interesting game. It’s a quiet story of family relationships. Kelly has been away from home and not kept in contact, so she’s got a lot to talk about.

Game screenshot

Image Caption: The top part of the screen has cutout-style art. Dark grey corn is in the foreground and background. A car drives along a road in the midground. In the distance, there are lighter grey power lines. White rain cuts across the image. The lower part of the screen is white, with the text: “Mom: What does that mean?” in grey with white rain cutting across it.

Mom is very critical of Kelly. It’s easy to see why Kelly avoided contacting home. Though it may come from a place of concern, it’s still done in a way that isn’t good for Kelly.

Kelly’s younger brother is Ben. It’s not stated directly, but he appears to be autistic. He has difficulty gauging the emotional reactions of the rest of the family. He’s very focused on certain interests. This might come across as a little simplistic in representation, but Ben’s stories help add some depth. He tells one story during the drive. The extras include a few more of these stories, which have themes like a sister going away forever and family problems. It’s made clear that Ben is noticing what’s happening and does care. He’s just having trouble expressing it. I did like that his interests included creative things, and changed over time, rather than assuming autistic people have one true interest forever and that interest has to be maths.

Dad had an accident at work that led to a leg amputation. Talking to him can reveal some of the issues he’s facing, such as pain management and trauma from the accident. There’s some discussion of alcoholism.

Kelly is partly shaped by the player choices, though there are things in her history that can’t be changed. The epilogue works well to expand on Kelly’s life, as it deals with the time before she came home. She’s very self-critical, in a way that doesn’t match up with reality. For example, her thoughts on her assignment are far worse than the actual assignment and teacher’s comments in the extras. A nice touch in the epilogue is the player can decide if Kelly’s partner is a boyfriend or a girlfriend. Mom does not comment on that, outside of being surprised that Kelly is dating.

It’s a short game and can be played multiple times. There are different branches through the conversations, though not to the point of it entirely changing the story. The ending is set and it’s not a happy one. This is also my main comment when it comes to the disability representation. It’s not that I had a big issue with how the characters were portrayed, as they came across realistically. But this is ultimately a tragic story, which tends to be typical rather than the exception when it comes to disabled characters. The game also lacks accessibility options, such as darker text and alternatives to holding down the drive button. Those things combined mean I liked it well enough, but not enough to go through the hand pain it causes.

Among the Sleep

Among the Sleep CoverDeveloper: Krillbite Studio
First Release: 29th May, 2014
Version Played: PlayStation 4
Length: Short
Available: PS Store US | PS Store UK | Steam

On a two-year-old’s birthday, something goes very wrong. An unseen force enters the house at night. Armed only with a teddy bear, it’s time to find Mommy.

This is a game about creepy horror, rather than blood and gore. The world is a very scary place for a toddler. In an early stage, a strange noise sent me hiding under the furniture… only to realise it was the gurgling of a radiator, as heard through a toddler’s ears. That feeling of vulnerability meant I was carefully trying to climb down from furniture, as I was very aware that large falls could be an issue.

But as the game continues, the world gets increasingly unsafe. Those scary sounds might actually be monsters, and the only thing a toddler can do about them is hide. Sometimes escaping meant having to drop from heights, or climb things I wouldn’t have wanted to climb, because things would be worse if I didn’t.

Among The Sleep_20160313040514

Image Caption: A trophy achievement screenshot for “Baby Mozart”. A toddler’s view of themselves and a xylophone on the ground. The crosshair turns into a hand over the xylophone.

The gameplay is relatively simple. Puzzles are within what a toddler can do, such as moving chairs to reach door handles and throwing objects. The main focus is exploring and unravelling what’s going on. You can crawl (the fastest movement speed) and walk (not so fast, but better for seeing things). And run, but I didn’t find any need for that, as crawling is a lot faster and safer. Teddy is carried on your back most of the time, but can be hugged to provide light. He also occasionally offers advice on what to do.

Each of the levels has a different theme, but all of them have elements from the toddler’s home. A forest has furniture in it and a playground has decorations based on the child’s owl toy. It made things familiar, yet also strange. In addition to the main story, there’s a prologue giving more backstory on the relationship between the child’s parents.

Among The Sleep_20160406000948

Image Caption: A backlit playground, with an animal rocker. The crosshair is just about visible in the centre.

I felt the game did a good job of capturing the powerlessness of being a young child. It’s not just about physical strength and ability, but a lack of control over life. There are hints at family troubles from the start, but the child has no power over that. They can’t escape when things turn abusive. I also liked that it reinforced that no one is too young to be hurt by the bad things going on around them. They might not understand it in the same way as an adult, but that’s not the same as saying it doesn’t matter if they’re hurt because they won’t understand or remember it. I remember things back to when I was a baby, so I’ve always had a dim view of the idea that someone can be too young to be hurt.

My main criticism is the climbing mechanic. There’s a button to press to climb things, but at times it doesn’t work for no obvious reason. I had to shift around until finding the magic spot that would start the climb.

A small area of the closet level has flickering lights, which creates a strobe effect. It can be passed quickly, but it’s good to be ready for it. This game is also high on motion sickness triggers. The toddler gait sways. There’s a lot of camera movement climbing up things, and going from crawling to walking and back again. Despite that, I didn’t find it too bad on that front. There’s a crosshair in the middle of the screen, which helps to provide a stable point of reference. The sections are short, meaning it’s easy to schedule breaks. The crosshair and subtitles were on by default in the PlayStation version, which makes a nice change.

This is a great choice for fans of short atmospheric exploration games. It captures the feeling of being a scared child, and offers a perspective that’s rarely explored in games. Note that it does include themes of child abuse and alcoholism, as well as supernatural threats.