{"id":209243,"date":"2017-08-01T18:33:23","date_gmt":"2017-08-01T22:33:23","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/tacoma-review-narrative-space-game-is-engaging-and-convincing-the-guardian\/"},"modified":"2017-08-01T18:33:23","modified_gmt":"2017-08-01T22:33:23","slug":"tacoma-review-narrative-space-game-is-engaging-and-convincing-the-guardian","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/space-travel\/tacoma-review-narrative-space-game-is-engaging-and-convincing-the-guardian\/","title":{"rendered":"Tacoma review  narrative space game is engaging and convincing &#8230; &#8211; The Guardian"},"content":{"rendered":"<p><p>  Tacoma revolves around an imaginable near future of space travel  and advanced AI. Photograph: Fullbright Productions<\/p>\n<p>    It seems unavoidable to compare    Tacoma to Gone    Home, the previous game by developer Fullbright Productons.    Along with Dear    Esther, it is often credited with popularising a certain    type of linear narrative-focused game, often pejoratively    labelled walking simulators. As soon as Tacoma was announced,    people starting calling it Gone Home in Space. Again, you play    as a woman exploring an abandoned environment, and again youre    piecing together what happened to the people who used to be    there.  <\/p>\n<p>    But here the focus has shifted from the recent past to the    not-so-distant future. Where Gone Home is set in a spooky house    in 90s Oregon and intentionally plays on horror tropes, Tacoma    takes the traditional science-fiction setting of a space    station  the titular Tacoma. The futuristic placement allows    for changes both narrative and mechanical. Whereas the charm of    Gone Home, for many, was the familiarity of the 90s setting,    the plot of Tacoma in 2088 revolves around an imaginable near    future of space travel and advanced AI.  <\/p>\n<p>    An augmented-reality (AR) system has replaced smartphones, and    allows the player to witness audiovisual recordings of the crew    as colour-coded 3D figures superimposed on the world. This is    the players main way to experience story moments, a logical    next step on the path from the audio diaries of Gone Home    through the light shows of Everybodys    Gone to the Rapture. The voice acting is inconsistent    (though some is excellent), but the animation is convincing;    you cant see the crew members faces, but you can see them    brace themselves on a hand rail or pace around a room.  <\/p>\n<p>    Interestingly, while the players role in Gone Home as a member    of the disappeared family encouraged emotional investment in    the stories they left behind, in Tacoma your character isnt    supposed to be watching these recordings. You are Amy Ferrier,    subcontractor to the Venturis Corporation that owns the station    and all data recorded onboard, and youve been sent just to    retrieve the stations AI, called ODIN.  <\/p>\n<p>    But Amy is a quiet protagonist for the bulk of the game,    reminding the player of her presence only when an arm reaches    out to open an airlock door or  a neat conceit  to log on to    something in AR by gesturing in American sign language. And she    does have an excuse for being nosy about the crew records. Her    task will take her through three areas of the station, and in    each she must plug in a device that uploads ODIN, slowly. A    loading bar shows that progress does tick along at a rate of 1%    every few seconds, but it jumps up every time you retrieve an    AR recording. Its a great way to encourage players to take    their time without worrying about the pressure of their main    goal.  <\/p>\n<p>    In the first section Amy explores, you witness the crew    gathering to celebrate Obsolescence Day, a holiday meant to    mark the successful prevention of plans to fully automate    stations like Tacoma. As theyre about to cut the cake theres    a crash, which is all the more disconcerting because all you    can see in the recording is the crew reaction superimposed on    the present environment already in disarray. From that point    on, each section has a couple of these group recordings in    roughly chronological order that show you  and Amy  what    happened next, as well as a handful of recordings of smaller    groups of crew members from earlier in their year of service    that provide context on the characters and their relationships,    as well as the state of this future world.  <\/p>\n<p>    The group recordings are by their nature more interesting, not    only because they advance the mystery element of the plot but    because they involve all members of the crew (and  if youre    observant  the station cat Margaret Atwood). Tacomas new-ish    take on this kind of story delivery is that you can rewind the    recordings, and replay contemporaneous moments featuring    different people in different rooms.  <\/p>\n<p>    To encourage this, each recording features points along the    timeline at which you can retrieve additional data from a    particular crew member, marked by their colour and symbol (for    example the botanist, Andrew, is green and represented by    leaves). Once youve tracked that crew member down at the right    moment, youll see their AR desktop open in front of them;    click on it and you can see what apps they had open at that    time: an email from a loved one back home on Earth, an instant    messaging conversation with another crew member or with ODIN, a    page in a book, and so on.  <\/p>\n<p>    Here is where Tacoma shines as an interactive narrative. The    story is entirely linear and unaffected by the players    actions, but no other medium could so effectively engender this    feeling of investigation. Sure, the narrative content is    clearly marked both in these AR recordings and in visibly    meaningful objects in the environment, but you still have to go    looking for it, occasionally even using a hidden code or    physical key to open the way.  <\/p>\n<p>    The station is a perfectly manageable size, divided as it is    into these three sections each with a handful of rooms. But    each area has been carefully crafted to convey character,    whether through directly informative written notes or    indirectly through good old environmental storytelling. It can    feel formulaic at times (several crew members have a box in    their room in which you will find something sentimental) but it    works. Tacoma feels lived in.  <\/p>\n<p>    And the people who lived here feel real too, no doubt in part    because theyre deliberately designed to avoid stereotypes:    more women than men; of a variety of races, sexualities and    body types. Its satisfying to gradually learn more about them    by putting together the pieces you find, perhaps witnessing the    posh British man call station administrator EV mon capitan    and matching it up with something he was reading on his AR    about how to banter in the workplace. Even ODIN has a    personality that develops through the game. If theres anything    missing, its evidence of occasionally insinuated tension    between some crew members, though perhaps that would have    detracted from the tightness of the narrative.  <\/p>\n<p>    Over the course of about three hours, your investigative    journey through Tacoma has you rooting for these characters by    the time their story concludes. A space station powered by an    advanced AI might not be a particularly original setting, but    the team at Fullbright has taken these familiar pieces and used    them to tell a different and engaging tale. Its what youd    expect from the people who made Gone Home, but thats no bad    thing.  <\/p>\n<p>    Fullbright; PC (version tested)\/Xbox One; 14.99; Pegi    rating: 12+<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Link:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.theguardian.com\/technology\/2017\/aug\/01\/tacoma-review-narrative-space-game-indie-cult-favourite-gone-home\" title=\"Tacoma review  narrative space game is engaging and convincing ... - The Guardian\">Tacoma review  narrative space game is engaging and convincing ... - The Guardian<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Tacoma revolves around an imaginable near future of space travel and advanced AI. Photograph: Fullbright Productions It seems unavoidable to compare Tacoma to Gone Home, the previous game by developer Fullbright Productons.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/space-travel\/tacoma-review-narrative-space-game-is-engaging-and-convincing-the-guardian\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187809],"tags":[],"class_list":["post-209243","post","type-post","status-publish","format-standard","hentry","category-space-travel"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/209243"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=209243"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/209243\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=209243"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=209243"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=209243"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}