After 10 years a plane that’s been missing for years suddenly lands at an airport. There are your wife and kids.
After 10 years a plane that’s been missing for years suddenly lands at an airport. There are your wife and kids. There’s a big mystery. And there’s an investigation. You must get to the bottom of this, but your investigation is almost entirely in the mind of your 12 year old son. What is the truth? What are the lies? Who can you trust?
More to the point, who can you trust with your son?
This is an actual storyline from some new game in development by the team that brought us New Vegas. I thought I knew what to expect from this. I was wrong.
It’s not so much a game as it is a cinematic series of short films. In one scenario you ‘re walking around, looking for clues as you try to figure out what happened to your family. You’re a father who ‘s desperately trying to piece together the mystery. The game is basically a series of vignettes, each focusing on one character and letting you piece together the puzzle. Each vignette has you making decisions for your character. You can talk to people, examine things, try to guess what they might be hiding, and so on. Your choices will affect the outcome of the story.
From my brief time with the game, the choices feel like they carry weight. Your choice of how to react to a situation, whether you use diplomacy or subterfuge, affects the outcome of the story, whether that story ends well or not. It’s not a linear game, but it doesn’t feel like a collection of unrelated scenes. It feels like a series of one-off encounters with a different cast of characters.
The games are short, but there are enough of them to give you a sense of the different characters and situations. I think the best way to describe the game is that it is a mixture of Indiana Jones and “Rescue Heroes.” It has a basic adventure theme, but is also driven by a quest to find your family. It feels like a natural extension of the open world game, in that it lets you find and explore the places you need to, but you also have to go out and solve mysteries. In this respect it feels like a logical extension of the Fallout world.
The quests are fairly linear, though with each one there are usually multiple routes you can take to the end. Each one has multiple endings, though each ending can be different, and each ending has several options. You could choose to lie to everyone, steal everyone’s stuff, or kill everyone. The game is going to provide a lot of options to make your story your own, and then let you decide what you want to do.
There is a lot of exploration. There are a lot of choices to make. And, in some respects, I think that it might even be a bit too much for some people. At first it seemed like the game was going to be incredibly linear, and there would be very few options for exploring. And there are a lot of choices, but most of them are not terribly consequential. They are mostly minor decisions, and a lot of them can be ignored. And then, about an hour in, I realized that I was probably getting a bit too much information. There were too many possible outcomes, and I had been avoiding some of them because I was worried about being stuck in an unsatisfying story.