on Thursday, August 23, 2012


    • E. McNeill
    • Real time strategy
    • Release: Unknown, out now.
    • Platforms: PC (version reviewed), Android



    Auralux is a study of sorts. It is an experiment, like Eufloria before it, in the most basic mechanics that define a real-time strategy game; it attempts to boil the genre down and show us how it works. There are no tech trees here, and there is certainly no grand historical context for a setting. There are no control groups, and you will not need to memorize scores of hotkeys. Auralux simplifies in the extreme: one unit, one command, plain primary colors against black.

    The one unit at your command is a simple dot, and the one command they accept is a move command with the cursor. These are produced at capturable, sun-like spheres (your production "buildings") laid out in geometric patterns to comprise a game map. Red, green, and the player's own blue each begin with one sphere on every map. When a dot encounters a dot of another color, they annihilate each other, and if many are tasked on an enemy or untaken sphere, they enter it to capture it. With more spheres, more dots are produced. Capturing all of the spheres on map means victory, and there are 24 maps of varying sizes and difficulties waiting to challenge the player. The complications are few and far between: Sometimes spheres can be upgraded to produce more dots, and the player has the option of playing in a high-speed mode. There also seems to be a population cap on the larger maps; I found this slightly disappointing because it is an extraneous rule in a highly simplified system. It is likely a necessary feature, though, to ensure smooth functioning on a variety of systems.

    It's easy to see how this setup relates to more standard RTSs. Micromanagement has been (mostly) eliminated, so all decisions are of the strategic, macromanagement variety. At any given moment, you have only the decision of where to commit your units. They can stay to defend or move to attack an enemy, or they can be invested in an unoccupied or upgradable sphere. The former actions comprise the combat aspect of RTSs, the latter is a simplified economy. The game becomes interesting because this reductive version of the RTS formula still leads to familiar, if smaller, versions of common RTS tactics, strategies, and battles. It calls attention to the types of balance that make such games successful, and it allows us to see how they function in great detail. For example, difficulty in Auralux is controlled largely by the starting positions of the three colors. In developing a successful tactic for a given map, the player must develop a way to balance the organization of the map before the other colors gain too strong a foothold. It quickly teaches the player the different ways that positioning can affect game balance.

    As much as this minimalist approach amplifies the strengths and subtleties of RTS games, it also, perhaps to Auralux's detriment, highlights weaknesses. People have always railed against strategy game AIs, and nowhere is AI weakness more apparent than here. In a way, perhaps by accident, this is an interesting commentary on the weakness of RTS games compared to other genres. Unfortunately, however, Auralux fails to adequately explore the impacts of AI opponents because it has only one type, and that type is not sophisticated enough. An AI that fails to implement or defend against flanking moves is hardly an AI worth discussing; an attack away from the front lines always catches the AI off-guard here. This severely undermines the emergent complexity of the game, and reduces the game's power to illuminate strategic mechanics. It means that difficulty and complexity of planning are functions only of uneven starting positions and army sizes - important aspects, but rather uninteresting. I would have loved to see some way of tweaking the AIs or even the ability to pit different AIs against each other.

    Auralux has another major omission with regards to opponents. The game is single-player only, despite the importance of multiplayer to games of this ilk. I'm sure this was a practical decision, arising out of the constraints of making a low-budget, one-developer game, but it nonetheless remains a glaring omission. Without it, the game is small, short, and limited in its ability to explore the genre. We can only wonder about the possibilities it could have offered.

    In a way, Auralux thus becomes a puzzle game. With such constancy in the opponents and their flaws, the player must sleuth out the correct set of moves that the AI can't deal with without destroying each other. Perhaps any sufficiently simplified game system becomes something that we would identify with a puzzle game.

    So where does this all leave us with Auralux? There is no doubt that it is a polished game with a very interesting take on familiar mechanics. And I'd be remiss if I failed to mention it's lovely sound design, with spheres pulsing with the music as a battle creates a randomized melody, all emphasizing the rhythm of the gameplay. As a whole, Auralux is enough of an exploration of the genre to leave me interested in further experimentation, but the game's inability to delve deeper because of its lone, primitive AI and lack of multiplayer means that it is inherently flawed. In a game that searches for how complex strategy emerges from simple gameplay rules, an inability to provide an opponent with which to create that complexity is an unforgivable limitation, even given the game's considerable strengths.

    Update: See the comments section of this post for a response from the developer of Auralux.
    on Saturday, July 28, 2012
      

    • Charlie Hoey, Pete Smith, Dylan Valentine, Michael DiMotta
    • Platformer
    • Release: 2011
    • Platforms: PC, Mac



    Sometimes, it's difficult to know where the packaging ends and the art begins. Are the original frames of paintings intrinsic to their presentation, or are they merely containers? Are the liner notes part of the music? Is the packaging part of the game? The Great Gatsby for NES demands that we answer these questions if we are to discover its worth. 

    In 2011, the game's website popped up and went viral on the internet. The main page on the website contains a flash applet. After apparently loading an "NES ROM," a simple, 8-bit-style platformer with the title "The Great Gatsby" appears. The packaging (i.e., the website) adds more details, though: it provides elaborate "scans" of the "original" NES manual and packaging. A photo of an NES cartridge also appears, and the website states that it is a prototype game found at a garage sale. Of course, all of this is a fiction; the game is an original creation written in Flash (and even open-sourced).

    Evidently waiters walk on the windows at Gatsby's house?
    The game itself is simple. It is a pixel-perfect representation of mediocre, early platformers. We have a setting and list of characters derived from the namesake novel, but none of the plot or development. Our protagonist, Nick Carraway, throws his hat at flappers and drunks while bounding from platform to platform with the precision of the best platformers of the 8-bit era. The setting of the novel is captured perfectly, with a moody-blue color palette and a gorgeous, melancholy score. But the game as a whole lacks motivation or purpose, as Eric Lockaby noted. Indeed, one of the first characters that we encounter in the game is Owl Eyes, who, as in the book, marvels that Gatsby's books are real. They are not empty of their pages or content, as we might expect from the superficial nature of his parties and home. This, perhaps, is the key to understanding the game.

    The game and its website, it seems, are expressing that empty feeling that occurs between expectation and delivery. Everyone that played games during the 8- and 16-bit eras knew it. The packaging for expensive games showed gorgeous, exciting illustrations while promising complex game mechanics driven by narrative purpose. Gaming had such potential! More often than not, however, the games were primitive and purposeless. The games were a novel and fun use of technology, sure, but ultimately most were empty of procedural purpose that could give them meaning and deliver on our expectations. Here, the player is asked to recall those feelings by viewing the artificial packaging materials and playing the game that does not live up to them. The use of The Great Gatsby to recreate this feeling is a brilliant choice. The novel itself deals, among other things, with how society's perceptions and superficialities shape our lives. It uses memorable symbols that are often simple objects (e.g., possibly empty books, a billboard ad) intrinsically devoid of meaning but that are imbued with purpose by the characters and the narrative. How appropriate, then, that this game about missed expectations is full of these symbols but never uses them with purpose.

    Such an evocation of the disappointment with gaming in a particular era immediately suggests comparison to modern gaming. The game may be asking us to remember that recognition of untapped potential and wonder if we still experience it today. Could we adapt a classic novel today, and have the gameplay give it purpose? Has (or will) gaming had (or have) its The Great Gatsby or Citizen Kane? In an era where game advertising budgets number in the millions of dollars, we must wonder if the pre-rendered trailers we see on TV are the modern equivalent of those exciting pictures on the covers of NES boxes. In The Great Gatsby for NES, we don't really know Nick Carraway's ultimate goal, and we don't seem to know our goals with interactive media, either. The fact that a simple platformer and its website can evoke these feelings and questions make it a quite interesting work of interactive media, and a game well worth playing.

    on Wednesday, May 23, 2012


    • Going Loud Studios
    • Action, platformer
    • Release: Nov 2, 2011 (US)
    • Platforms: Xbox 360 (XBLA), PC (version reviewed), Mac




    In cinema, short films are a remarkable variation on the medium that allow for themes to be explored concisely and in isolation. The same is true for short stories in literature. In games, however, players far too often criticize titles that fail to consume many hours of the gamers' time. DLC Quest, however, stands an excellent example of a "short game," showing the error in judging games based on play time. It artfully exploits its medium for satire, and it uses every moment that it spends with you to its very fullest.

    There is no shortage of motivation in this narrative.
    DLC Quest takes the hyper-commercialization of the video game industry as its theme. As a satire on gaming itself, it is fitting that the game takes the form of 2D side-scrolling platformer, perhaps the most prototypical of video game types. The player takes control of a pixelated main character, and motivation for the game is provided, quite literally, by a princess kidnapped by a bad guy. The format immediately evokes comparison to games like the Mario series and the differences in their business models. The game's humor and gameplay really comes to the forefront when the player first tries to move, only to realize that there are no features to this game other than moving to the right. Soon, we stumble upon a shopkeeper who reveals the game's conceit; we must collect coins to buy fictional DLC.

    There is no need to discuss the individual DLC. Each is itself a humorous take on real DLC packages that are sold all of the time, and many highlight the importance of aspects of video game design often taken for granted (such as sound design). They are slowly revealed as the player explores the colorful, expansive level. There is no real difficulty here. Rather that creating the frustrated tension that arises from danger and difficulty in other games, DLC Quest creates tension through mild frustration at missing features. The catharsis, of course, is the humorous reveal of the DLC you eventually earn. These events are punctuated by "awardments," little acheivements (like Steam acheivements or PSN trophies) that seem entirely arbitrary. The game pulls no punches in poking fun at the Pavlovian motivation that drive so many games - there is no shortage of coins to collect and awardments to unlock in this world. Ironically, some of these, like the coins, manage to poke fun at meaningless collectibles on another level by actually being essential to the gameplay of this title. It is a clever device indeed.

    DLC Quest never overstays its welcome. In less than an hour, the game has been exhausted. But that is when the game reveals its greatest irony of all: the game was great fun despite the paucity of DLC and features. Many recent high-profile indie titles have been held of as examples of art in gaming, but perhaps we should also be looking at DLC Quest when considering such topics. Like the greatest short films, it is perfectly edited to use its entire running time in the service of its themes. Its gameplay and the charming humor of the simple narrative work together seamlessly to fully exploit the gaming medium so as to create the satire. The game is both enjoyable and insightful. In short, DLC Quest works wonderfully.

    UPDATE (2013-04-17): DLC Quest now features an additional story campaign. This update is not part of what is discussed above, and, indeed, I feel that the padded length actually reduces the effectiveness of the conceit.
    on Sunday, May 20, 2012
    I've always been a bit annoyed by games like Nintendo's Brain Age series (also known as the Brain Training series in some regions) for the DS. The marketing for these products is very clear in its implications: playing these games will improve your mental skills and capacity. And yet, to support such a sweeping claim would require a great deal of empirical study that Nintendo has not undertaken. Indeed, Nintendo, despite the implications of their marketing, carefully distances themselves from explicit claims of effectiveness. Nintendo's head of US marketing, when pushed on the matter, affirms that Nintendo is simply "in the entertainment business." This dissonance between marketing, official position, and public perception naturally raises the question of what actual utility Brain Age does or does not offer. I'll try to summarize here what research is available on the matter.

    Perhaps it's best to start with the origins of the games. Who is that goofy face that gives you advice on how to play? As one could quickly infer from the name plastered all over the titles, Brain Age was inspired by the work of Tohoku University neuroscience professor Dr Ryuta Kawashima; the game draws heavily from his book, Train Your Brain: 60 Days to a Better Brain. The book is written as a fun self-help guide, and it directly states that users will be able to prevent mental deterioration and will have "more neurons and neural connections." To support these claims, the book simply states that the exercises derive from the "latest research" from Kawashima's "neuroscience lab." Though two simple, qualitative sketches of experiments are given, there are no citations of the actual research. As a result, we'll have to go elsewhere to find out what such exercises really do.

    Before we focus on the Brain Age software itself, let's look at more general results. A number of studies have looked at the effects of cognitive stimulation, often in the form of computer-based tasks, on the impact of dementia and/or Alzheimer's in elderly people. For example, Spector et al. (2003) engaged a group of people suffering from dementia with a form of cognitive stimulation therapy consisting of exercises not dissimilar to the Brain Age games. They found improvements in mental state and quality of life due to the exercises that were comparable to those induced by drugs for dementia. Similarly, Belleville et al (2006) looked at a sample of 47 elderly, many with mild cognitive impairment, were treated with "tasks of episodic memory" such as list-recall and association tasks. They found a statistically significant improvement in treated groups over the control group. Other groups have focused directly on the preventative effects of such tasks with respect to Alzheimer's disease. Raúl de la Fuente-Fernández (2006) found that small changes in cognitive activity can result in large reductions in the rate of Alzheimer's in the population studied. It has also been suggested that computer-based tasks can lead to improvements in unrelated tasks such as driving in the elderly. All of these studies, along with many others, suggest that tasks that require cognitive activity, like, presumably, the Brain Age games, can help fend off mental decline as one ages.

    Other research has focused on the use of games in people of a variety of ages. Even Kawashima's own research group is involved in an ongoing, but incomplete, study of the use of the game GO as an intervention tool with elementary students. The evidence for positive impact in cognitive ability due to brain training games at other ages is less clear, however. For example, Owen et al. (2010) conducted a six week online study of 11430 participants. They were subjected to a variety of tasks similar to those found in commercially available brain training software.  Though the participants were seen to improve on the tasks that they were performing in their training, the study found no significant effect on other tasks, even if they were cognitively similar to the training tasks. This study casts extreme doubt on the argument that tasks like those provided by Brain Age can improve the mental skills of healthy adults.

    But what about Brain Age specifically? Learning and Teaching Scotland conducted a study of 634 Scottish elementary students from 32 schools who used Brain Age daily. They found moderate increases in learning due to the game. Unfortunately, this study does not appear to be peer reviewed. Additionally, the tests used to measure learning gains were only simple arithmetic tests nearly identical to parts of the Brain Age game; a more general test was not used. Further, it is an observational study without a proper control group. As such, these results must be viewed skeptically. Indeed, work by Alain Lieury reports on a study of ten year olds who used Brain Age. He found that students who spent their time on Brain Age performed 17 percent worse than a control group on a battery of tests. Students who used their time on pen-and-paper exercises rather than Brain Age performed 33 percent better than the control group. Lieury extrapolates to adults, suggesting that "if it doesn't work on children, it won't work on adults." Unfortunately, this study, too, does not appear to be available in peer-reviewed form, and all of its details are not available. The sample size is also somewhat small. From what information is available, however, it seems to successfully refute the Scottish study. Kawashima himself has also been involved with studies that investigate Brain Age's effectiveness. One such study compared the use of Brain Age to Tetris in a small sample of 28 healthy elderly persons. Though the study finds a moderate improvement in certain tasks after training with Brain Age, it finds comparable improvements due to Tetris use. In other tasks, however, both groups do not improve and sometimes even do worse.

    The net implications of all of these studies seem fairly clear, at least in a qualitative sense. Cognitive activity seems to help stave off mental decline and disease that comes with old age. In healthy populations, whether adult or juvenile, the effects are less clear. Cognitive training may have very modest effects, but no study has conclusively demonstrated a significant one. Brain Age in particular, however, does not seem particularly good at causing any improvements in any population when compared to any other activity. In school children, it may or may not have a positive impact, but, in any case, it does not perform significantly better than any other training activity, including traditional ones. In the elderly, a larger positive benefit is seen, but, again, it is no better than other games, such as Tetris. In short, the literature suggests that there is no compelling reason to play Brain Age over any other game with a goal of improving mental capabilities. Brain Age should be regarded as an entertainment game like any other, unless new evidence comes to light suggesting otherwise. Nintendo's marketing for the game, then, is misleading at best and outright incorrect at worst.
    on Monday, May 7, 2012
    Back when Mirror's Edge came out, there was a flurry of writing about it in the online gaming criticism community. I didn't get around to playing it until it recently, so I'm a bit late to the party in posting some thoughts on it. So I'll start by rounding up the existing writing on the game before offering my thoughts.

    What People Have Said
    Some Thoughts From Me

    I can't say too much about Mirror's Edge (hereafter ME) that hasn't already been discussed (I'm just not that original compared to some of these fine folks!), but I want to bring up Faith's role as a female lead again. It seems to me, especially given the developer's stated disappointment at the objectifying fan art, that the game was something of a conscious effort to address the role of female characters in gaming. Personally, I thought the game made some good forward progress in that respect, despite also making a few missteps, so I want to do some brief (and very incomplete) analysis of the game as a whole in that vein. Others have written about how well (or not so well) Faith herself works to address femininity in games, but not too much writing has looked at potential interpretations of other game aspects with respect to the state of female characters in the gaming world. I'll point out just a few things in the game that seem to comment on that topic, mostly in a simple allegorical way.

    If we start from the premise (a mere hypothesis for the sake of this thought experiment) that ME is a commentary on female characters in gaming, it might be worth considering the ME universe as being symbolic of the gaming community. I don't think it's a stretch to assert that no artistic medium can really mature as an art form as long as it inherently excludes large segments of the human population. Gaming, in many critics' eyes, still suffers from this problem to a large extent, though a handful of games have dealt with gender and sex in a more balanced way. In a way, the art design of the ME universe at the largest scales is much like that state of affairs. It is rendered bland by it's lack of color, with only a few bright spots that stand out, not unlike how a medium is rendered ineffectual by lacking inclusion, save for the few developers that manage to do something different. Faith literally bounds from highlight to highlight, as if struggling to find meaning in a world that is otherwise hostile to her.

    The gameplay itself argues for a rejection of the most common gameplay mechanic out there: combat. While the player is capable of fighting, it is a decidedly underpowered mechanic, so Faith's running ability and agility are favored in most situations. Even in combat, most moves don't kill but merely disarm. This is an implicit rejection of most games out there, which often rely on combat alone. Mindless aggression is a common stereotype of the male persona, so such a rejection is a comment, albeit a simple one, on male dominance in games. Just as gameplay mechanics are more interesting when fully developed into multiple modes (Faith still can fight, it just isn't her only move), games as a whole are more interesting when they embrace the whole of human experience, including that of other genders.

    The character development of ME presents a bit of a bigger challenge in this interpretation, and I think that is because the developers missed the mark to a degree as far as the story, and thus character development, goes, as many reviewers have noted. Faith is the obvious one. Refreshingly, she is a strong female lead that, in this interpretation, serves as a proof of concept for a successful female character driven game. She is modeled more like a real woman, in contrast to the heavily objectified and sexualized characters that populate so many other games, and that helps to make the game inclusive and appealing to both men and women. While she is attractive, she is not sexualized simply for the sake of the male gaze. For the most part, I think Faith is a tremendous step forward in character design in games, but she's not without flaws. In some respects, the developers have simply made her a bit of a parody, by having her physically overcome hugely strong men. She's relatively skinny and lacking in muscle, and there is no way such a person could do some of the things she does. To some extent, suspension of disbelief works, but on the other hand, it seems that the developers were having her act like a man while looking like a woman. Still, she works overall.

    There are other characters in ME. I was particularly intrigued by the janitor, arguably the most minor of characters. He (we know he is a he from a note on a computer screen) is unseen, but he leaves notes and objects throughout the levels of ME. He is characterized comically as rather dumb, and he is friends with his pet rat, seen throughout the game. To me, he seems to represent ignorant, but not malevolent, gamers that tacitly support the status quo. They, and he, do this to some extent through expectations for how a game should look and function. An action hero is surely a muscly man, as the janitor assumes in a drawing of the mysterious character who has been knocking down all the red doors. Still, the janitor senses that things aren't quite right, as is seen in another drawing featuring a rat in a cage, surrounded by watching eyes and armed men. Yet another drawing (inside the truck in the level, "The Boat") shows many featureless faces with one unique dark-haired individual, all surrounded by question marks. Perhaps this is the janitor's shock at catching a glimpse at the real main character of ME. I surely missed some of the little details regarding the janitor, as most are barely noticeable, so there is likely a good deal more subtlety in this regard.

    Ultimately, ME seems to take a hopeful view of gaming's future ability to be inclusive of female characters and mature into the art form we all hope it will become. This hope is most elegantly expressed through the beauty of the city. It's grey and, in spots, ugly if you look closely, but upon backing up, you notice that there is a great deal of beauty about it. Indeed, in the final scene we see the city at twilight for the first time, and we see, amidst a sea of colorful blue lights, that it is capable of lighting up. That is one of the lessons of ME. While games are quite imperfect, including ME itself, there is great beauty there now and even more in its future, as long as we keep running forward against the odds.
    on Sunday, May 6, 2012


    • THQ, Digital Extremes
    • Action, FPS
    • Release: Mar 15, 2011 (US)
    • Platforms: PC (version reviewed), Xbox 360, PS3




    Homefront is an encapsulation of the problems that plague many video games. While it has the polish and technical prowess of a top of the line, AAA gaming experience, it falls totally flat due to its inept conception.

    The single player campaign finds the player's character, an American pilot, captive to the Koreans, who have invaded and conquered much of the United States in Homefront's near-future setting. Soon, however, he teams up with a resistance group, with whom the player endeavors to throw a wrench into the Koreans' plans by unleashing a whole lot of violence. As implausible as the premise sounds, that is not the game's problem.

    Nor are the graphics. The game is powered by the Unreal Engine 3, and the developers have managed to adapt it to beautifully render some lovely, open, outdoor landscapes. Because the game centers around a American resistance movement, the setting is is a battered version of suburbia. The battlegrounds are neighborhood streets, the aisles of large abandoned stores, and the open spaces of parking lots and sports fields. It is a competent representation of the premise the story puts forward.

    The control and mechanics work adequately as well. The gunplay holds it own with titles like Call of Duty, and there is no shortage of weapons with which to experiment.

    So why does the single player campaign fail so totally? The answer lies in the story and how the gameplay was used to convey that narrative. These choices are at odds with the game's strengths. The appeal of the implausible premise and setting is the novelty of fighting for a world that attempts to be the some one that the player lives in. One gets to see the destroyed suburbia, and those fighting alongside you are normal, scared people like yourself. A game that makes the most of these strengths would allow the player opportunities for exploration of the environment, perhaps by providing multiple possible routes to achieve objectives. Such a game would develop the characters; their back stories would provide motive for the fighting while exploring how terrible situations change people. The prejudicial tension between Americans of Western European descent compared to those of East Asian descent given the invasion of Koreans could provide fascinating plot points to be explored.

    Homefront, however, does none of these things. The gameplay is linear to a fault. There is frequently one path forward, and that path is always highly scripted in both time and space. You cannot climb a ladder or crawl through a hole until the characters with you go first, and, even then, you will simply press a key that tells the game to do the crawling or climbing for you. You cannot explore the neighborhoods that you must fight through. Only one path forward will be allowed, so there will be no opportunity to look in abandoned houses, stores, or other scenery. It is all merely a backdrop. The other characters, too, are merely a backdrop; though they fight alongside you, they are shallow, undeveloped shells of characters. The main group consists of a tough black guy, a scared woman, and a featureless, techy Asian. Each is an empty stereotype that is present only as a nod to diversity, and none contributes to the story. With no characters to care about, a world that feels tiny despite its large size, and no freedom to accomplish anything, it is very hard to care much about the game as a whole. As a result, there's not too much fun to be had, and there's nothing interesting to think about, either.

    How about the multiplayer? It is highly derivative of the Battlefield series. The maps are pretty decent, and the different game types are standard of the genre. Homefront mixes things up a bit with the introduction of "Battle Points." These points are earned by doing things like killing enemies or achieving objectives. Then they can be spent on vehicles (tanks, trucks, etc), accessories (flak jacket, RPG, etc), or special abilities (like deploying a drone). This adds a touch of new strategy, but in practice it doesn't work too differently from just spawning the items at intervals. The vehicles seem underpowered in this game, and I think much of that issue arises from the non-destructible environment. In Battlefield: Bad Company 2, for example, a tank can force it's way through a flimsy wall or fence; in Homefront, on the other hand, the tank can do nothing to a flimsy fence and is thus easily trapped. This renders the use of vehicles fairly uninteresting. As a whole, the multiplayer can be enjoyable, but it is clearly inferior to several other games.

    As a whole, there is much to learn from Homefront. Despite its high production values, it makes numerous mistakes in its construction of gameplay mechanics and its botched attempt to create an interesting narrative. Further, it has no idea how to combine that narrative with those mechanics, so each fails completely and separately. One can have some fun with Homefront, so perhaps players that simply want a different FPS to play will find enjoyment. But, ultimately, it's a shallow and unfullfilling experience.
    on Tuesday, April 17, 2012
    I'm quite enamored of the free game, The Cat and the Coup. It's a sort of docu-game about Mosaddegh and the Iranian coup, cast as a physics puzzler against a disjointed collage art space. The player controls Mosaddegh's cat, who nudges Mosaddegh to action, as events are told in reverse-chronological order, until the timeline reverses to chronological when the gameplay portion ends. The player is, in a sense, looking back in time only to realize that these things are still progressing forward. But here I just want to talk about one device used in the game. Among many other things, I found the choice of the cat as the player's avatar, as well as other uses of animals in the art design, quite interesting.

    One of the main historical points the game tries to convey is the role of Western powers in orchestrating all of these events. As the little black cat, the player compels Mosaddegh from event to event in his life, by doing things that seem quite inconvenient to Mosaddegh, like knocking him over or spilling ink on him. Interestingly, the leaders of the Western powers are depicted in the collage art as having the heads of animals, such as pigs or lizards, while common people are represented by clippings of real people from historical art sources.

    First of all, this sets up a deliberate dichotomy between the two groups. It places Mosaddegh clearly with the people, and the cat clearly with the Western leaders, and, by extension, the player, too. To some extent, then, the game is an accusation, a statement that we, the game players, are responsible through our apathy for events of this sort that transpire. This is quite different than most games, which typically cater to appeasing the player entirely.

    The use of animals in the Western leaders' character design also functions as a device to dehumanize them. They represent the authoritarian structures in place in our society that are carried out by these people rather than the people themselves on a personal level. The game makes no judgement of these leaders as individuals; they are taken in by the system and converted to these tools. They're a cautionary tale about what anyone could become, and, indeed, the player has become one.

    But why a cat for the player? The cat conjures images of household intimacy. It is inherently nonthreatening and comforting, sleeping lazily on the mantle or on an owner's lap. It seems to suggest the level of reach of these structures. On a plot level, it may even symbolize some sort of operative working close to Mosaddegh. More generally, though, it is the ability of authoritarian structures to touch every aspect of our lives, even in the most intimate and private spheres. What could be more private than words spoken in the presence of only a household pet? By making the cat the prime agent of all that takes place in the game, even that trust is subverted. Since individuals seem to have so little control of their destiny in the political sphere represented in the game, we might even wonder if this extends generally, if we have any control at all.

    This all combines to contribute to a wonderful directionless and melancholy feel to the game. The path events will take feels so set and hopeless to the player with all of these structures in place, whether the player consciously notices them or not. The soundtrack heightens this feeling, with Erik Satie's slow, aimless piano melodies creating atmosphere. Finally, the events become truly hopeless when we begin to go back to the beginning chronologically. Notably, when the actions are no longer interactive, we see real photos of the Western leader with no animalization, and they are just people like us. This ending packs an emotional punch, and much of it was set up by the use of animals to comment on the level of agency exercised by individuals.