{"id":2129,"date":"2011-11-12T22:48:32","date_gmt":"2011-11-13T06:48:32","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=2129"},"modified":"2017-02-28T17:35:14","modified_gmt":"2017-03-01T01:35:14","slug":"ifcomp-2011-calm","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/2129","title":{"rendered":"IFComp 2011: Calm"},"content":{"rendered":"<p>Spoilers follow the break.<\/p>\n<p><!--more--><\/p>\n<p>We&#8217;ve seen games that track the PC&#8217;s level of stress before &#8212; last year&#8217;s <a href=\"\/stack\/archives\/1058\"><em>Heated<\/em><\/a>, for example &#8212; but never with quite such central importance as here. This is a sci-fi story about alien spores that infect people, bind to their cells, and then, if they become too upset, kill them in a matter of minutes. This resulted in a chain reaction where the stress of seeing people die caused more people to die, leading to the collapse of civilization and the near-extermination of the human race.<\/p>\n<p>How did the player character survive? You actually get some choice about that. The introductory dialogue asks you a couple of questions that are effectively a form of character generation. You get three choices of initial situation &#8212; you start out either in a crumbling supermarket with a large stock of canned food, or traveling about looking for supplies, or in a research lab looking for a cure &#8212; and three choices of how you&#8217;ve managed to keep calm through the disaster &#8212; drugs, meditation exercises, or sociopathic lack of empathy for the suffering of those around you. I&#8217;ve tried two of the resulting nine combinations to some length, and can report that the differences have a fairly large effect on how the game proceeds. You wind up exploring the same ruined town regardless, and talking to the same couple of mentally shattered survivors, but you&#8217;ll have different initial obstacles and different goals, depending. There are sources of stress that the lack-of-empathy personality simply doesn&#8217;t have to worry about, but he doesn&#8217;t have any easy way to let go of stress that he does accumulate, whereas meditation is an infinite source of calm, given enough time.<\/p>\n<p>There even seems to be at least one major choice provided mid-game. It turns out that the spores are actually preserving the lives of those they infect, making you effectively immortal as long as you stay calm. So this gives you a chance to re-evaluate whether curing the infection is a good thing or not, and you apparently have a choice about whether to stop the plague in general or to stop the people who are trying to stop it.<\/p>\n<p>Alas, I haven&#8217;t got far enough for such a decision to be meaningful. It&#8217;s the sort of game where it&#8217;s easy to get stuck. A lot of the puzzles are simulation-driven, rather than requiring singular bits of clever insight, and that means you spend a lot of time fiddling with objects, trying to figure out what&#8217;s breakable and what command you need to enter to push a mattress down a stairwell and the like. And given the importance of such details, there are a few dismayingly unclear descriptions &#8212; for example, &#8220;a gaping hole to the west&#8221; in one room is in the wall, and therefore a passageway, and not, as I had thought at first, in the floor, and therefore an obstacle.<\/p>\n<p>Also unclear at first is your stress level. Your mood is described in the status bar, but is &#8220;Euphoric&#8221; better or worse than &#8220;Elated&#8221;? For that matter, is either one actually good? Elation isn&#8217;t exactly calm, so I was worried at the beginning that my character was getting too excited, that being in too good a mood would be as likely to kill him as being in too bad a mood. It turns out not to work that way, but it took me too long to figure this out.<\/p>\n<p>So, this is a game with a lot of potential, especially in its variability, but it could use some more polish. I think I&#8217;m going to wait for a post-Comp release before trying it again.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Spoilers follow the break.<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[84,53,507],"class_list":["post-2129","post","type-post","status-publish","format-standard","hentry","category-if","tag-if","tag-ifcomp","tag-ifcomp-2011"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2129","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=2129"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2129\/revisions"}],"predecessor-version":[{"id":2141,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2129\/revisions\/2141"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=2129"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=2129"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=2129"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}