Though I think they probably weren’t drawn from literal shared experiences, as these patterns recur across the industry. There were parts of the game that seems to speak DIRECTLY to my personal experience. But the extremes of what happens are all too accurate. Compressed, maybe you experience, in the course of a handful of hours, a range of craziness more typical of an industry year. Those not in the industry might be inclined to think that the satire was a little over-the-top. The writing and voice work are both very good. Playing this main portion of the game felt a lot like being a QA tester again, reminding me how much fun I had when I first entered the industry. Similarly, most of the gameplay requires the player to actively engage in thinking about how gameplay systems interact. Most of the story content is ABOUT the nature of story content in an interactive medium. The main meat of the game involves wandering around in the side an unfinished game world, trying to fix (or sabotage) it, while the developers bicker and fail to accomplish much, like a particularly dysfunctional pantheon of gods. I’d been looking forward to it for some time on that basis, but by the time it came out, I was terminally unemployed and broke :( However, a friend of mine recently gifted me a copy, so now I have (mostly) played it. This is perhaps unsurprising, as about two thirds of the creative team were powerhouses on the Bioshock franchise. It’s a small budget independent game, but takes as its subject matter AAA game development. This is a really hard game for me to write about, on many levels.
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