Tuesday, June 10, 2014

Always Sometimes Monsters -Addicting, Fantastic and Heartwrenching

(Picture Credit to http://www.devolverdigital.com/)
Steam: $9.99 
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   It takes a lot to get me into a game, and it takes much more for the game to entice me to play it for several hours consecutively. Always Sometimes Monsters easily pulled me in and has held me captive ever since I got this game on Steam yesterday. 
   I was trying to explain the feel of this game to one of my friends and the best I could come up with was if the Sims merged with a really good visual novel and was being presented to you in RPG form- that's Always Sometimes Monsters in a nutshell. However, you cannot simply contain this game in a single nutshell, there must be multiple nutshells for all the
emotion this game invokes in you as you play through it. See the GIF below if this point is still unclear to you. 

(GIF credit to sorryimkindofblonde.tumblr.com)
    
    You start out as an assassin trying to tell his boss that he no longer wants to kill for him, and after some arguing you meet a masked (perhaps faceless?) hobo that asks you to spare some change. Both the boss and the assassin you're playing tell him to amscray to which the hobo pulls a gun out and points it at them. After what was some very eloquent dialog from this unfortunate soul, the hobo I mean, you are given the option to either shoot or listen to his/her story. I figured if you shoot the hobo the game merely ends there and through the two play throughs I've given it so far, I decided on the story bit and boy am I glad I did. 
   
   The story he tells takes you to the scene of a party where you play as the host, Larry for a few moments and you go around looking for "a person of substance" to represent at his company. Basically you go around from person to person, each of whom offer you a different drink and whomever you decide to share a toast with becomes the protagonist of the game, who before toasting with you must go retrieve their "ball and chain", which you also get to choose. 

   I thought this aspect of the game was actually quite interesting as you not only get to choose the protagonist but also their lover- in many games you have to work towards your lover (yes, I'm thinking Dragon Ages and most non-rpg related visual novels). I'm 90% sure that the partner you choose has a significant impact on the backstory you get, but I'm not quite sure as for both playthroughs of this game I chose the same partner- SHE'S THE ONE WHO GOT AWAY OKAY, I CAN'T LET HER GET AWAY.

    Ehem. Back to the review. So you name your two characters and head back to toast to Larry, and a transition later you find yourself one year into the future- dumped, penniless and a month behind on rent to your anal landlord who thinks of you as a deadbeat. This is where the game truly begins and where I will stop talking in specifics about story line because I know I hate spoilers, and I can imagine you all hate spoilers. The only specific on the story line that I will give is that I absolutely hate the developers for taking me on such a conflicting emotional roller-coaster. (But really I love them for making this game because I didn't know I needed it in my life until yesterday afternoon) 

    Now onto the technical stuff. This is a 2-D RPG game, where the controls are a bit wonky if you are a PC game junkie like myself (Note: if your WASD and space keys are worn out, you are in fact a PC game junkie) However this is a small drawback in the large scheme of things. The music is on point and doesn't get tiring to listen to as you wander through the city looking for your next source of income, and following the next chapter of your adventure. The controls for those of you who were wondering are the arrow key pad as well as space and escape to navigate through your inventory and on-screen GUI's that pop up throughout the game. 

   The gameplay itself is really good. It's entertaining and because the story is so in sync with everything that is happening, you really do begin to feel immersed in the game. You have to eat on a regular basis and just like in real life, you have to make hard decisions. In my case, my strategy so far has been to not be a shitty person but hey, if you wanna play the villain that's your prerogative! It's the realness of the morals behind the decisions that has gotten  to me the most. As a new adult, 19 this August, there have been a lot of hard decisions I've had to make this first year on my own and I  think that's why this game resonates with me so much. The decisions aren't black and white like they are in the movies. There are never-ending shades of grey and implications to each of your decisions. 

   For example, and this is the most non-spoily example I can think of, there's a dog you find in an alley, you can choose to either spend some of your scarce funds to feed it or not. If you did as I did, because I'm a animal loving softy, and feed it, it will follow you around in random parts of the city. One of these places is the inside of a Cookie Factory and at first I was puzzled because I had entered this building before, in my first dogless playthrough, and was told to go away by a single pair of eyes through a slit in what seems to be a heavy metal door. 

    On my second playthrough however, I wandered into the building only to be greeted by the eyes again and offered "$100 for the dog, no questions asked". Immediately, and without having seen the posters around town advocating a "dog training camp", I understood that this guy was fighting dogs. I declined because well... dog fighting is wrong and immoral! Or at least that was my immediate reaction. Later on, I found a flyer declaring the dog as lost and I called  to return the dog to it's owner, who was very much obsessed/in love with the dog. The woman gave my character $75.

   Strangely enough, this made me pause in my quest to get back to my ex before she got married. There had been bigger decisions throughout the game but that there was this level of depth in challenging your morals that really struck me. In games you are most often faced with decisions regarding other human beings, but rarely are you made aware at how your decisions may affect some nameless stranger. Had I sold  the dog to that faceless pair of eyes, sure I would have been $25 closer to my endgame, but what would have happened if I encountered that woman NPC later on in the game? Would it have affected me, or would the event have just come to pass and life moved on? 

    Ultimately it's these kind of questions that are the main selling point of Always Sometimes Monsters. It's a narrative with a strong story line on it's own, but it is also a metaphor for the tough decisions life comes with and constantly makes you ask yourself, "Is this one decision worth the ramifications of what's to follow?"

    So what's your stance on the question this game poses? Are we "Always Sometimes Monsters"?
Let me know in the comments down below and as always stay cute and I look forward to seeing you next time :)

-Amy 











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