PC Gamer - UK 2020-04)

(Antfer) #1

F


romtheveryfirst
moments,thislargely
text-basedgameputs
meonthebackfoot.
Superficially,it’sa
gameaboutmanaginga settlement
ina fantasyland,makingsureallof
yourcitizensaresafe,warmand
well-fed.Butalmostimmediately,it
revealsitselftobemuchstranger
thanthatimplies.

Beforeyouevenbegin,youhaveto
chooseanoriginstoryforyourclan,
pickingfrommultipleoptionsat
differentpointsintheirhistory.
Thesechoicesarelargelybaffling,
steepedheavilyinthegame’sunique
setting.I scrapetogethercrumbsof
loreasI go– godsareveryreal,their
powercanbeinvokedbyphysically
reenactingoldmyths,butmostof
themareasleepI think?Andmy
clan’spatrondeityis thegodofa
specificspeciesofbeetleusedto
makeredclothingdye?
AsI getintothegameproper,it
becomesclearthatmorethanbeinga
challengeoffarming,building,and
therest,it’sanongoingtestofhow
wellI canunderstandandwork

withina culturetotallyunlike my
own.Eventsaretriggeredas I play, in
whichsomethinghappensand I’m
invitedtomakea choiceabout it. Far
frombeingfamiliarmoraldecisions,
theyfrequentlyrevolvearound the
clan’sveryspecificcustomsand
traditions,andhowtheyapply to
oftenbizarresituations.

AGEAPPROPRIATE
What’stheleastembarrassing way to
dispersea flockofmagicalbirds that
keepwhisperinginyourshaman’s
ear?Isa polishedbuzzardbeak an
appropriatebride-price?How many
cowsis a fairexchangeforthe spirit
ofa sabre-toothedtiger?Fair
questions.I wishI knewthe answers.
I won’tlie,it’soverwhelming. But
atthesametime,sucha commitment
toitsweirdworldis refreshing.
Tomymind,videogamesare in
direneedofmorestrangeness. For a
mediumsosteepedinsci-fiand
fantasy,andwheretheimpossible
takesnomoreefforttorepresent
thanthereal,it’sdisappointing to me
howmuchtimewespendstuck with
tiredoldtropes.Shootingzombies,
choppinguporcs...repetition has
madethefantasticalbland.
SowhileI amstrugglingto get to
gripswithit,I’malsointrigued. Given
thechoiceoflearningthebackstory
behindyetanotherwarbetween the
forcesoflightanddarkness,or
figuringoutthecorrectwife-to-
buzzard-beakexchangerate, I know
whereI wanttospendmytime.

a few jump scares – though nothing
that will induce a heart attack, asit’s
more of a horror-lite experience.


FEAR FACTOR
Gylt is a game about what it’s liketo
be bullied. The school, where you
spend most of your time searching
for Emily, is a grim visualisation of
just that. At a table in the back ofthe
cafeteria there are a few mannequins
posed around one sitting on the
bench, pointing and laughing at it.
Classrooms are filled with red and
black graffiti taunting you to ‘getlost’
and ‘don’t tell’. And as you get closer
to finding Emily, you can make out
words in between her screams.
For me, it was the moments I
spent crouched behind a desk that
made me remember the time I would
try to avoid the kid who liked to bully
me during break time. I would hide
in the bathroom or try to sit closeto
the playground supervisor. Gylt plays
up the terror of being a child who
gets made fun of every day, but italso
does more than that – it drives home
the importance of standing up forthe
kid who is bullied. The idea of
fighting off the monsters (aka the
bullies) with light is romanticised,
but you are the only one who is
coming to Emily’s rescue – and
sometimes all it takes is one personto
stand up for someone else. Yes, it’s
scary, but it’s the heroic thing to do.


ROBINVALENTINE
THISMONTH
Learnedhowtomake
friendsviathegiftof
livestock.
ALSOPLAYED
XCOM2:WaroftheChosen

EmbracingtheoddinSIXAGES:RIDELIKETHEWIND


“Games are in need


of more strangeness”


Sometimes, one
person is all it takes.

THE GAMESWELOVERIGHTNOW


NOW PLAYING


Advisers help guide your choices, but
frequently disagree with one another.

Everything a bully
will tell you.
Free download pdf