There is this particular kind of game that became a bit of a meme in the wide Indie sphere. You could've encountered it already - that one of the key genres of Indie games is Games About Depression. Of course, it is a bit unfair to label a lot of titles in such a way but a frequent enjoyment of indie titles can definitely, ah... spot a certain frequency of such games popping up. GRIS, OMORI, NIGHT IN THE WOODS - I could keep naming them for quite some time. Of course, many of them touch on subjects far beyond the case of depression, some even do not cater to that particular ailment much if at all. Why this lens became so relevant is a deeper look into the boldness of indie games - big AAA titles must play it safe. They are made for as broad an audience as possible, rarely trying to tackle what I would call a deeper look into the human condition. There are of course exceptions, like the LAST OF US, but those are pretty rare on that scene.
I see it as yet another strength of the Indies. To be more free in capability to make games about such issues. Empowering anyone to create a narrative that speaks of their experiences or tackle a topic too difficult, or too risky for a general audience. CLOSER THE DISTANCE is a brand new addition to such games, a pretty bold exploration of the topic of Loss and how a community deals with it. How it changes, how it adapts. And an intimate look into how the pressure of time and the aid of mundane living can help with grief - as much as be a place for such feelings to fester.
It's hard to describe the genre of this game. I would consider it a high praise from the get-go! It is just that unique of a blend. The developers call it a slice-of-life sim, akin to the SIMS if the SIMS were more focused on a particular event. Some reviews and comments I already spotted add that it's as if LIFE IS STRANGE was dusted all over the SIMS formula. I have to agree, I can feel that vibe. From me I would add that it gives me almost, to a degree, a DISCO ELYSIUM kind of feeling - it is nothing like that game, yes. But this intimacy of knowing every character's mood, needs, chores, dreams, and needs. The way you speak to them, the way you see them alive, doing their own thing... Only one other game comes to mind with non-playable characters being so fleshed out. That's why the comparison came to mind.
But what the game is all about? It starts with a tragic event - a loss, for a small community of the village of Yesterby. A young woman, Angie, dies in an unfortunate car accident, and the tight-knit township needs to face the event that shakes their calm lives. Everyone comes together to support the grieving family. But at the same time, everyone has their own lives, their wishes... their dreams, and agendas. Some were close to our deceased, and are struggling to find a reason to stay in the tiny fishing village. Some have big plans and are afraid that this event will derail them. It's a proper collection of issues to dig through. And you will dig through the, because you play as, well... How to put it... A Ghost? A presence? Yeah, a lingering shade of Angie, speaking first to her sister - Connie - and then connecting via whispers and gentle suggestions to other personas you've been close to in life.
I don't want to spoil the story, since the depth of the narrative is the meat and potatoes of this game. So instead, a general overview. You're given a complete, total overview of the tiny township. You can float freely over it, check any household, and follow every person. You also can see 'into them', so to speak. See their mood. Their needs. Their wishes. A bit of an ethereal vouyer, you can eavesdrop on every conversation. And it's not hard to miss on stuff, since the days go on as usual, time is a ruthless mistress, and all the good folk have their lives to live. They need to eat. Sleep. Each has a diverse set of needs - recognition, solitude, health, and accomplishment. To fill them up, they perform various day-to-day tasks. On top of that, their wishes are more complex goals they will try to fulfill - as much as any spare time will allow them to.
Your role in all that is to guide them. Gentle nudges here and there, as you're given control over a few characters, allow you to help them on their days. Helping them make crucial decisions. Helping them stay on top of their needs as well as improving - hopefully! - the relationships that need mending in their lives. It's a precarious balancing act! Here's where I find the gentle, subtle genius of the game - the mechanics involved tell their own story. Time, as previously mentioned, is an unyielding force. There is so little of it, and so much to do! This means you'll have to make compromises. You simply can't fulfill every person's wishes, and keep their needs always filled to the top - the day would have to be so much longer for that to happen. Another bit that I found interesting is the power of the Mundane. Washing clothes. Running. Cooking meals. Reading books. Watching TV. Tiny little things that keep a person operational. No matter the size of the tragedy, we are all human and those regular, run-of-the-mill tasks keep us grounded - and help maintain the balance.
The decisions you make were way more impactful than I anticipated and that is a huge plus in my book. Too often a narrative game tries to tell its story to a T with such vehemence that the decisions turn out to be illusory. Not the case here. I failed on my first playthrough with quite a few 'projects'. The wishes and dreams of some people were squandered, never realized, and brushed away by my actions. Those don't just make someone sad or distressed but have a real story impact. Some things will not be made. Some outcomes will slip out of your control. You can feel it, you can see it. It's almost disheartening, but the beauty of a story well told is that the outcomes don't always have to be bad, a sum negative. They are different - new paths open, new decisions made. New wishes emerge. It's a beautiful way to show how each person has their drive, their internal motor that keeps on chugging along. Even if sometimes it has to change direction.
If I would have some gripes with the game, they would be rather minor, but they do exist. First, the last few days in-game the performance began to take a hit. Frame drops were frequent, which shouldn't happen on a mean machine of a PC like I have. The last few days also strip you of almost all control - they act more like summaries of your actions, watching a bit of a movie showing you the outcomes of all your decisions. And then, there is Laul. Laul is... Not terrible, not bad at all as a character, but he feels a little alien to the game story. A sudden arrival that doesn't belong to the community, an outsider through and through, and yet, nobody questions much his intrusion. It felt a bit immersion-breaking when a complete stranger could just walk into someone's household and chat up their teenage daughter like it's nothing. There wasn't enough time for him to make enough of a bond with the characters to make it believable to me. Not a game breaker by any means, but like a tiny piece of gravel tossed into the smooth grinding gears of this story. He almost feels like an add-on employed to have the nice musical bit at key story events.
It is worthy of note that the game looks and sounds fantastic. The art style is low-poly, with the warm color of autumn, but washed out to help set the mood. It's a rather harsh environment, a seaside village set on crags and rocks, with sparse greenery and pine forest by the edge. Music was a gentle companion, aiding the overall atmosphere well, picking up songs during the key events. And Voice Acting? Great, across the board, zero notes or complaints. Everyone sounded convincing and true to themselves. Not just rehearsing lines, but living them, adding that much-needed layer of belief to the lives of the people inhabiting Yesterby. Great stuff.
Overall CLOSER THE DISTANCE was an experience. I was glued to the screen the whole time and played the entire day to finish it in a single sitting. That alone should tell how well this game sank its hook into my mind and soul because this wasn't out of some strange sense of duty. It was pure engagement. I wanted to see what happens next at every corner. To help these people. To see how they cope, to check if their plans will come to fruition, and to aid them in their fulfillment. A great game, a great story, impactful decisions, and a great look into relationships and grief in a tightly designed package.
Comentários