Review cover Virginia (PlayStation 4)
Official GBAtemp Review

Product Information:

  • Release Date (NA): September 22, 2016
  • Release Date (EU): September 22, 2016
  • Publisher: 505 Games
  • Developer: Variable State
  • Genres: Interactive film
  • Also For: Computer, Xbox One

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative

Review Approach:

I quite like interactive fiction and adventure games so I sat down to play a new one.
505 Games sent us their newly published piece of interactive fiction for review.

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Virginia (PS4 version reviewed).

4.1 gigabytes.

Thematically some things might be stronger than the average game, at the same time though it is nothing you would not see in an episode of your favourite American police procedural.

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See the picture above, tell me something about what is going on.

Around here I am often tapped to do some longer game reviews but today I got a shorter one in Virginia. Short is the word of the day as I launched the game at 12:28 and with a break for lunch I was watching the credits at 14:23, but that is getting ahead of things. There might be some light spoilers ahead but nothing major.

The game starts with you graduating the FBI academy circa 1990 to become a silent protagonist rookie FBI agent, you are then put into internal investigations and teamed up with someone you are supposed to investigate as they, and you, try to find a missing child. Rookie is the key word there as your incompetence over the coming days would probably get you fired from insurance investigation, let alone as an FBI field agent. To go with another legal system based game then how court works in Phoenix Wright is less divorced from reality than what this game showcases. Anyway the game itself* is a point and click adventure game at its heart with a slight dip towards the surreal as things go on.

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*Actually “what is a game?” probably wants further discussion. A definition I once heard that I quite like is “a series of interesting decisions” and this then fails to really provide any of those. Indeed the only two decisions I ever really had were not to investigate two rooms, something I did on the first play through and thus lacked context for a couple of things later, and whether to turn the radio on in the car early on. This is furthered by “press A to start” in this game being “press X to take a trip” and continue story being “resume feature”, at the same time though the letter from the developers available the title screen ends with “we hope it's resulted in a strange and confounding game”. Speaking of pressing buttons then if Japanese games like those Square (Enix) makes have been described as cartoons mixed with spreadsheets then this is point and click with a pause button, it never quite reaches press-f-to-pay-respects level but at times it was somewhat jarring, though the jarring might have been more from the way your character does things; you are along for the ride as your character does some things of dubious moral nature but they do it with their back to the open door and expecting a fellow agent to be there any moment.

The surreal thing feels kind of bolted on, or at least has no great payoff. In something like Max Payne 2, the closest I have to something like this, it was used to great effect to showcase a deteriorating mental state and also provide some nice backstory and exposition. Here though it made for an amusing light show but served no great purpose and while it might not ultimately have distracted it added little. I think I would probably describe it as at once both vague and heavy handed if that is possible.

That said I did get the chance to use a microfilm in a game and that is possibly a first for me.

Graphics and level design

The graphics were quite nice actually, somewhat aliased in places but a simple setup, angular seems to be a style choice for a lot of things rather than lack of funds/time/ability, with some nice lighting and surprisingly emotive character animations. Unity seems to have come on leaps and bounds from earlier days where games like this often ended up looking like those my first animation package that people use to make animated music videos.

For a game delivered mostly by actions and writing the writing left a bit to be desired in places, especially as the devs clearly understood “show, don't tell” when it comes to exposition.

Level design was also solid in that I can actually remember the rooms and layouts where on something like Battlefield 4, my recent game of choice, then I can barely remember stair placement in buildings for maps I have played for many many hours. Though the camera choice is a somewhat wide screen with a narrow vertical view which saw me miss some things if just walking without taking everything in. For the most part it was good and if it was not clear where to go then you would find your way back to the path fairly quickly, or at least your refusal of the call would not go anywhere fast. The levels themselves are somewhat timed for events and it also employs little banal sections that skip in and out which quite effectively establish a tone. Controls wise it is a classic twin stick first person with a single action button affair, you can customise the sticks strafe and turn any which way you please which is nice. The game is also available in many different languages.

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Audio

The game proudly proclaims its score being performed by an actual orchestra, in this case the City of Prague Philharmonic Orchestra, and indeed it sounds very nice, nothing amazingly memorable but one might wonder if they did not borrow from the xfiles a bit there.

Conclusion

If you want strange goings on as a FBI agent in small town America then Deadly Premonition is a better bet. If its indie darling rivals are something like Gone Home, though where that attempted to make a fully realised 1990s house this had fewer investigative choices than L.A. Noire and was more like you were walking through a museum at times, or Stanley Parable then play either of those again. If you want investigation then Phoenix Wright, Runaway, Secret Files or anything like that is a better bet. At the same time if you find yourself playing it then it is not a bad play and I was somewhat curious to see what goes with the characters. Whether it would have made a better animated short I am less sure about, I have subsequently watched the Snowman as it put me in that kind of mood, though a proper film suggestion would probably be Enter the Void. “From the creators of Virginia” is something I will not reflexively laugh at should I see it at some point in the coming years as they are onto something, perhaps more so than a lot of their indie game brethren.

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At time of publishing this game is retailing for $9.99 US, this is unfortunate for also at time of publishing the humble bundle folks are offering a whole bundle of similar playing games that the beat the average prices are less than half for. Back when I were a lad it would have been called an interesting rental and seen as the game is set in the 1990s I will go with that too. It is absolutely not the thing to try to sell your mates on if they are dubious about indie games, adventure games, interactive fiction or similar such things.

Verdict

What We Liked ...
  • Great first person visual storytelling.
What We Didn't Like ...
  • Short
  • No real replay value, even by "adventure game" standards.
  • If you want to call it a game then there are no decisions worth speaking of.
-
Gameplay
How do you score an interactive movie? What was intended to be there worked as it should, there was not a lot there though.
6
Presentation
Some less than tight writing combines with some excellent visual storytelling to tell a story I found compelling enough. The surreal stuff did little other than pad the shorter runtime.
1
Lasting Appeal
There are some collectibles in some levels, otherwise play it once and you have probably seen it all.
6.5
out of 10

Overall

If a virtual museum of chekhov's guns is your thing then there might be something to it.
I'm glad that we've finally progressed to the stage where we can call "non-games" something else, like interactive fiction. I've had that argument with many people and I feel that this designation is far more appropriate for this kind of software. Other than that, I'm interested - I enjoy this sort of thing.
 
I suppose we then have to figure out what is a "non-game". This clearly is that but I mentioned Gone Home in the review as something people might compare it against and Gone Home to me was a game -- hidden rooms, logic, deduction, investigation, some memory and more all being used by me when I was going through it. The rules were not as codified as many things we usually play and computers have historically limited us to but that is not necessarily a bad thing. Say what you will about the messages and themes in Gone Home, many people certainly have, but mechanics wise it was different to this -- this might have felt like playing along with a "bad" let's play of such a game, or maybe some magic 360 view for a let's play. Some then consider win states or failure states and the interesting decisions thing takes a hit.

With that said if I am comparing this to a film then this is a "game film", much like what music and game music are to each other. On the other hand people bring up choose your own adventure books in discussions as have happened for other things mentioned here and story wise this was somewhat in line with them.

Apologies for the quasi brain dump.

Also it is now Sunday where I played this on Friday. Can still remember the rooms to this, can't remember more than a few flashes of some of the new to me Battlefield 4 maps I played for several hours today.
 
A "non-game" is anything that doesn't satisfy the requirements of what constitutes a "game", and we already have a definition of what a game is. A game is an activity with a defined objective one engages in for sport or entertainment that is bound by rules in which you can either win or lose based on said rules. With that in mind, in order for a piece of software to be considered a game, it has to feature an objective, a set of consistent rules, failure states, success states and it has to at least attempt to be entertaining. I think that's a pretty clean-cut distinction.

By the way, I finished "Gone Home" and it's not a video game - it's a walking simulator/interactive fiction with some very minor gameplay elements - the puzzles are hardly a focus.

This will always be a contentious issue because "games" and "non-games" are on a spectrum - any interactive piece of entertainment software is closer or further from the idea of a game and the lines can be blurry unless you apply very strict definitions, like the one above.
 
Sport is an interesting word when it comes to this sort of discussion. The classic one is considering chess (no time limits) -- it matters little if I am a quadriplegic for chess as long as I can indicate the moves and have someone else do it, try the same in starcraft and that is a different matter entirely. Sport, give or take immigration requirements ( http://www.pokerplayernewspaper.com/content/its-official-poker-sport-5249 ), is then often held to be a physical, be it strength or reaction based, activity.

That said spectrum is going to be tricky for me as choices or not is a binary thing as far as I can see, you might have meaningless choices (all roads to Rome and what have you).
On entertaining then could we instead find a phrase along the lines of "effect some emotional or intellectual response" as my film could well not set out to entertain but instead disturb or disgust.

For lose states then I guess it helps but is there a difference between win and win well? I did it but could I have done it in fewer moves sort of thing.

Walking simulation is something I could see, I would then have to turn it around and look at world of warcraft as it ended up.

Your checklist is useful though and without sitting here for several hours and coming up with something that technically ticks the boxes it would pretty clearly indicate... I don't want to say a pure game but something in that realm.
 
In my eyes, a success state doesn't necessarily mean "completing the game", neither does a failure state mean "game over". For instance, you can't "complete" an MMO, but successfully killing a Raid Boss is a success state rewarded by a loot drop. Consequently, getting killed in an MMO is a failure state which should be connected with a penalty, like a loss of experience points or equipment. It's worth to note that success and failure states must have significant consequences, otherwise they're not really successes or failures - the reward for a victory must be scalable to the effort required to win and a penalty for failure must be an actual setback. If the "game" has no rewards or penalties, you're "playing a game without keeping score", and that makes it a "non-game", an interactive movie in which your choices are irrelevant. It is a murky distinction at times, but one that has to be made. When I see some of the modern artsy fartsy indies, I struggle to understand how they can be marketed as games when they have no gameplay whatsoever, just pretty interactive visuals. It's false advertising.

As far as sport is concerned, I never included any physicality into the equation - any sport is basically a competitive game. Chess and track have that in common, which makes them sports. Poker is tricky as it has random elements to it, but it's a mind game of sorts, so I suppose it works - it certainly qualifies according to the laid out checklist.
 
S
Saw some gameplay and it's somewhat like Telltale's games (moreso focused on the story than gameplay). I've grown tired of those types of games so it's just not for me and while the visuals do look kinda cute, I won't play it just for the visuals.

I'm an old time gamer so wanting gameplay over storyline/amazing visuals is something I've always vouched for.
 
Review cover
Product Information:
  • Release Date (NA): September 22, 2016
  • Release Date (EU): September 22, 2016
  • Publisher: 505 Games
  • Developer: Variable State
  • Genres: Interactive film
  • Also For: Computer, Xbox One
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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