LEFT: Time for a
check-in!
RIGHT: This isn’t
Tali’s first child.
PRESS TOUR A recent history of weird button prompts
A
mnesia: Rebirth casts
you as Tasi Trianon, a
young explorer with a
rough case of amnesia.
Big surprise. Besides
bobbing and weaving around
cosmic horrors, getting your
memories back is the top goal
here. Early on, you’ll recall the
tragic fate of some loved ones and
chip away at the extra tragic local
colonial history. But soon enough
Tasi will gather enough memory
scraps to piece together a
particularly big one: she’s four
months pregnant.
Tasi’s pregnancy isn’t marginalised,
stowed away for certain cutscenes
and story beats. As the player you will
need to literally babysit, pressing a
button to make Tasi hold her belly to
feel and listen for her unborn child.
I’m not very far into Rebirth, but the
simple existence of a ‘Press X to
check fetus’ system already gives
the horror new dimensions.
Sure, it sounds goofy without
context, and immediately brings to
mind Call of Duty: Advanced
Warfare’s infamous ‘Press F to pay
respects’ scene. But that moment is
an empty gesture – you don’t spend
the next ten hours pressing F to
salute soldiers to maintain your
Respect stat. It’s a button prompt that
effectively turns the page. Amnesia
makes its baby button prompt a lever
you can pull at any time, and for
good, spooky reasons.
I would tell you exactly how the
baby button works, but the key here
is that the explicit function of the
baby button isn’t really explained. I
only put together how it works
through play. Rebirth is leading with
action and theme: you’re pregnant,
protect the baby. It’s mum roleplay.
All I know is that checking in on
your baby restores a bit of sanity
whenever the screen flashes blue
to signify a kick, an interesting
alternative to finding or making light
or solving a puzzle. It might seem
odd to give the player a free, super
accessible sanity pump, but if you’re
put into a position where finding
light or fleeing aren’t an option,
standing still to clutch your unborn
child just so you don’t go insane
means you’re close to done for
already. It’s a desperation button, and
one that’s elegantly integrated into
the story and character. Now you
have a legitimate systems-driven
directive to roleplay a mother in a
horrifying situation.
MOTHER SPACE
It’s nicely positioned next to
Amnesia’s fear system, too, in which
the character’s grip on reality is
expressed through camera control
and visual fidelity. Those are both
hindered and obscured by ambient
threats like standing in darkness, or
looking at horrific scenes and
monsters. The way you manoeuvre a
space, where you’re looking, and how
dark it is affect your fear, while more
traditional physical threats affect
your person. And in Rebirth your
person is a person within a person, a
health bar you feel and care about.
I know I care because I catch
myself checking on the little one all
the time, even if I’m not succumbing
to fear. Controlling a pregnant
character makes me feel more fragile
and makes me pay more attention to
her presence in a space, even if Tali
moves and controls like most other
first-person horror protagonists. After
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a sprint into safety or a tumble down
some rocks in the pitch darkness of a
deep subterranean cave, I
instinctively hold X to see how the
baby is doing, not because my sanity
is slipping. But even as I’m walking
around a safe outdoor area I’ll listen
in purely out of curiosity.
The unreliable perspective has me
a bit scared of the baby too, though.
Given Tali’s amnesia, I can’t fully
trust what she’s seeing and hearing. It
could very well burst out of my chest
in the third act Alien-style, a mangled
monster-demon from another
dimension. Maybe it’s not actually
there at all. Is it just a coping
mechanism imagined by Tali or, far
worse, the directed hallucination of
some cosmic force steering me
towards its incomprehensible goal?
While it might sound needlessly
complicated when you’re already
worried about running out of lantern
oil and matches or the monster
scraping at the door, checking in on
the baby doesn’t feel like a chore. It’s
the prime directive. It’s what I care
most about and somehow my greatest
fear. That’s just good game design:
thematic camouflage for the numbers
and stats and resources directing the
game systems that I trust without
question. Now all I have to do is find
the courage to see it all through.
GIVEN TALI’S AMNESIA, I CAN’T
FULLY TRUST WHAT SHE’S
SEEING AND HEARING
To incessantly
scream
“Jason!”,
Heavy Rain
(2010)
To hide in a
mass grave,
Homefront
(2011)
To shut up
Starscream,
Transformers:
Fall of Cybertron
(2012)
To kiss
your wife,
Middle-earth:
Shadow of
Mordor (2014)
To pay respect
Call of Duty:
Advanced
Warfare
(2014)
To time travel,
Titanfall 2
(2016)
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