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5ilvara rated Walk Sim Walk Sim

5ilvara rated a game 3 years ago
A downloadable game for Windows and macOS.

This is a work in progress, do my criticism only applies to the alpha build that I got to play. 
Ok, the game starts great, with a neat environment, the narration is great. 

Technically, through, it's too fast as it seems to be the only interactive content along with these portals we are a supposed to look out for.

Most dialogs I didn't get time to read and I don't understand the actor's accent very well, but I can tell their voice and diction are great though. 

Now, the contents of the narration has lots of bias. It claims that there is no description for video games as media, which is officially true but technically false, as almost every gamer will agree that the only difference between a movie and a video game is interaction. 

Now, here is my personal opinion: 

Before walking simulators like Dear Esther appeared, about any player would have told you that a game consists of a player interacting with a more or less virtual environment. Not in winning and losing. I think that's a myth.

Very simply, the difference between a good game focused on environment and narration and bad one is how the player interact with the environment or the narration, and at what pace. 

The Stanley Parable is all about interaction, both intentional and first-unintentional-then-intentional ; it's about lack of control and tacit consent... 

So it's all about balance: about the ratio between groundbreaking interaction and passive predictable action. If the player is not in control of events, the game tend to be called a waking simulator. But this is often a depreciative term, because it imply that it lacks content or vision.  If there is content and vision, other terms will be used to qualify the game... How many people call The Stanley Parable Ultra Deluxe a walking sim to day? 

Also, the term is an insult because we actually have true walking simulators today: one of them is Journey. The difference is that, the walking action in them is very complex, unlock many different contents depending on where we walk and how. It's not just keeping a key pressed while decor passes by. 

Depending on the intended experiment (for an example, let's take an interaction zone game, like the island of a meditation game). 

If there is no goal there, if the purpose of the game is only to enjoy projecting our existence in the virtual environment... for the game to be enjoyable, for the balance of interaction to be respected, the player's avatar will need more ways to interact with its surrounding than in normal games. 

It seems that the narration of this present... experience,

(for now there has been zero interaction either active or passive save static linear dialogs and touching water which respawn the player - which could be argued that it makes the game an empty and super easy platformer rather that a walking sim, btw) 

says that as long as the player can think he is "walking" in 3D décor, a media can be called a game. 

If that's true, then all of VR Rollcoasters with zero interaction or goal can just as well be called games. Netflix interactive series or movies should be called games. Anything not linear is a game by that definition.  

Even if it's just a story with a different sentence showing up upon once some interaction, in a 100 000 text adventure. 

No, the definition of a game is about balance between intentional interactivity and passive triggers. Under a ratio, the media is no longer a game, but a movie or 3D art. 

Now, back to the technical aspects, past the second scene with reviews and critics about two games 

(selected ones, it's hard to figure out that they are about the same game at first, it's a bit confusing yet)

so far, (alpha version) the game is empty and boring. 

I'm giving to 3 starts because this is unfinished yet and has potential, plus the water and the inside of the buildings are nice. Threes an outside building are ugly and depressingly boring for now. 

But I can't fairly judge the experience yet. 

Maybe content will be added to the third scene, the outdoor one? 

Maybe there will be provided proper waking modes, like real sprinting, jumping, a false sense of control? 

Something to enhance what the game says, because right now the walking is very unimpressive.

Who know, maybe there will even be a scene where the player than fly?

Scenes where the player has to walk backward?

Use focal point to affect reality or trigger non linear dialogs?

ANYTHING, but this uneventful emptiness, for the love of a walking sim!