- Developer/Lead Designer: Lucas Pope
- Release: PC/Mac, 8 August 2013
- Genre: Puzzle
- Players: 1
- Rarity/Cost: DLC, US$10
The story has a simple setup: In the fictional, faux-communist nation of Arstotzka, the government has just opened a border crossing and you have been drafted to control the flow of immigrants. You do this by examining the documents of everyone who tries to enter the country. Like the story, the gameplay also starts off simply. On the first day, your only rule is to deny people who, according to their passports, are not Arstotzkan citizens. The next day, you get to allow anyone whose documents have not expired. From then on, new conditions are introduced almost every day. When something in someone's papers breaks one of the rules or contradicts another document, you have to click on the X icon in the lower-right corner of the screen, click on the conflicting evidence, and interrogate him or her on it. You could save time by just denying entry then and there, but sometimes people will present additional papers on questioning, so you can't just assume anything. Plus, later on, you'll have to use a reason-for-denial stamp or else face a penalty. And just a few days into the game, you are granted the ability to arrest people instead of simply denying them entry, which for functionality's sake is pretty much the same thing until one of the guards comes along and pays you a small bonus for everyone you detain. In following this format, Papers, Please does a good job of setting up the basics early on, with plenty of room to experiment with new concepts as the game goes on.
You must search for discrepancies and interrogate the person about them. |
With all the stories presented by the numerous NPCs of Papers, Please, there are a whopping 20 endings to be had. Although admittedly, many of them are similar to one another and are just glorified Game Over screens. Luckily, you've got a fair bit of room in order to experiment and discover them, but not without penalty. If you make a mistake, intentionally or otherwise, you miss out on the pay you would've gotten for processing that immigrant, you'll get a citation by the invisible officials who rather redundantly check your work behind the scenes, and starting with the third mistake per day, you get an additional monetary penalty. Oh and by the way, that printer sound which accompanies those citations is scarier than any jump scare I could imagine in a video game, thus making those seconds after you stamp a guy's passport and wait for said noise an oddly tense moment. But your progress gets saved after each day, so if you're not satisfied with your performance on a given day, you're welcome to quit before saving and not lose that much progress. Even better, you can jump back to any previous day, and your progress from then on will be saved in a new timeline.
New forms of documentation come into play throughout the game. |
Just because Papers, Please employs a set of nations and peoples unlike our own, that doesn't mean we can't gleam some insight into our own world from it. When you have a repressive system, say the Arstotzkan border controls, there are people who play by its rules, and there are people who run counter to the system, either in the form of bribery or simple requests. As such, moral choices are pervasive in this game, and for once they're not always good versus evil. More often than not the situations force us to choose between reason and emotion; in literary terms, these are conflicts of an Apollonian versus Dionysian nature (or if you'd rather, a Spock vs. McCoy nature). And the possibility that breaking the rules may yield something more interesting, if not better, down the line is a much-needed way to spice up the concept. So whether you feel like making a difference in someone else's virtual life or you'd prefer to look out for number one, there's no wrong way to play Papers, Please -- except to not play it at all.
Positives:
+ Unique, simple, and evolving gameplay.
+ Many branching storylines and endings to find.
+ Engrossing use of scripted events.
Negatives:
- The pixelised art style is an acquired taste.
Controls: 4 passports out of 5
Design: 5 passports out of 5
Graphics: 3 passports out of 5
Audio: 4 passports out of 5
Value: 4 passports out of 5
The Call: 90% (A-)
[1] Gwaltney, Javy (April 14, 2013). "Glory To Arstotzka: Papers, Please And An Interview With Its Creator". CultureMass.
The Call: 90% (A-)
[1] Gwaltney, Javy (April 14, 2013). "Glory To Arstotzka: Papers, Please And An Interview With Its Creator". CultureMass.
No comments:
Post a Comment