Papers, Please (2013)

When discussing the idea that video games are an artistic medium it is important to acknowledge that every game must be designed purely for fun. Games can delve into emotions, teach lessons, or make the player think. Papers, Please at first glance seems more like work than a game, but as I played I realized the point behind the game. Papers, Please is about living in a totalitarian regime and doing what it takes to survive, and it subtly forces the player to make difficult decisions.

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In the fictional authoritarian nation of Arstotzka the player is assigned to a border job in which they must check the passports of incoming people. For every person you correctly admit/deny, you make a pittance of money to pay for rent, heating, and food for your family. Therefore, the player must quickly scan over documents to make as much money possible every day. If you go too fast however, you begin getting fines for mistakes, so the player is constantly teetering on the edge of speed and accuracy. Moreover, you must constantly be on the lookout for terrorist attacks in this dystopian world.

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As the player desperately attempts to make enough money to survive, moral dilemmas are presented by some characters who need to enter the country for one reason or the other, but do not have the correct papers. The player must decide between letting them in and taking a fine and possibly jeopardizing their own family, or denying the person and letting them suffer. This is the first major point that Papers, Please makes. We demonize those forced into bad situations by their higher ups. The player is put into the shoes of the border guard who is forced to deny entry, and it become apparent that we should not demonize those who are forced into jobs like this because they really have no other option.

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Moreover, the overarching story of Papers, Please also includes some tough decisions. The player is regularly given the chance to defy the totalitarian government by assisting revolutionaries. Of course, this comes with its own risks as betraying either side and getting caught can lead to the end of the campaign. There are 20 different endings to Papers, Please, some are similar to each other, but there are still a plethora of different outcomes depending on your in-game choices. Luckily, you can start at the beginning of any day that you have already played, so in case you make a bad choice that gets you thrown in jail, you can reset to 10 minutes ago very easily. As you play, a newspaper is published everyday that outlines the current events in Arstotzka, and these events are reflected by the daily shift in rules.

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It is obvious that Papers, Please is meant to in some ways frustrate the player. The concept of scanning documents for inconsistencies and forgeries is already not exactly considered a “fun” task, but this is exacerbated because of the way the game annoys the player. You are purposely given a cramped space to make document management difficult, and many things in the game are meant to waste your time and make you annoyed. Furthermore, the rules constantly are changed and updated almost daily to keep the player from getting comfortable. Just as I started to get into a rhythm, a new document to check would be required, or I had to start fingerprinting entrants, etc. All these frustrations factor into the idea that this is an awful job, and you want to escape it as soon as possible. Also, since you are annoyed, it is harder to feel sympathy for the people that you are supposed to be admitting or denying to the country. Again, Papers, Please is meant to teach a lesson, working in this authoritarian nation is a matter of life and death, and you must quickly adapt if you want to stand a chance.

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Overall, Papers, Please is what I would consider a niche game. I mostly enjoyed it, but I was often frustrated by the constant rule changes, but I understand that was the point of them. Once I got into a rhythm, the game flew by as I grew better at my “job”. I grew attached to some of the repeated characters that constantly show up to your booth and are friendly and I grew to despise the fictional Arstotzka. Papers, Please is the perfect example of a game that exists for more reasons than “dumb fun”, but I realize that not everyone like this type of game as it can easily be perceived as boring. Still, I would recommend this game highly as it does a phenomenal job at making you feel like you are a cog in the government machine. Papers, Please is a short and gratifying game that oozes with creativity and charm.

LISA (2014)

It is for good reason that Lisa is known as “the painful RPG”. Few games can even imagine matching the dark and mature themes presented by Lisa. This indie side-scrolling RPG provides an absolutely brutal experience that will be remembered by anybody who plays it. Furthermore, it makes a fantastic use of gaming as an interactive storytelling medium.

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Lisa tells the tale of post-apocalyptic world in which the much of the world’s population, including all the women, are wiped in a mysterious “white flash”. The main character, Brad Armstrong, finds a baby girl that he decides to protect and raise in this hostile world. Through flashbacks the player learns that Brad was a victim of gruesome child abuse and currently abuses a drug called Joy to dull his senses. Eventually Brad and his daughter get split up, and Brad sets out after her, slaughtering anyone who stands in his way. This is not a happily ever after story, and it is filled with violence, abuse, trauma, and atrocities. It highlights the cyclical nature of abuse and trauma as those affected in turn affect those around them. Furthermore, there are a plethora of difficult decisions to be made with immediate consequences. Moreover, Brad constantly feels the effects of Joy and the players perception is skewed by Brad’s Joy addiction. This is not a game for the faint-hearted, it is brutal, unforgiving, and pulls no punches.

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Even with such heavy story, Lisa manages to lighten the experience with its other elements. First and foremost, Lisa makes phenomenal use of humor. It is a filled to the brim with jokes, references, and funny situations. At the same time, the game does not punch the player in the face with its jokes, most of the games humor is derived from the ridiculous cast of characters. For instance, Beastborn is a potential party member who was raised among animals throws deer at his opponents as his attack. Other than the characters, there is a lot of cleverly written jokes that will no doubt make you smile. There are plenty of instances of dark humor as well, befitting to the bleak world of Lisa. The grim imagery and dark themes of Lisa is coupled with levity and wit. Furthermore, Lisa has an absolutely stellar soundtrack that is equal parts disturbing and unsettling which fits perfect for its battle themes. All around, Lisa is more than just a depressing story, it shows maturity in more ways in one and fills a void for RPGs targeted at older audiences.

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The weakest element of Lisa is without a doubt its gameplay. The combat and exploration are supplemented by the games humor, but it is still evident that the gameplay can be fairly boring and repetitive. The key to making turn-based interesting is to make it feel strategic in some form. Unfortunately, in Lisa I found myself just mostly spamming my best abilities as often as possible. You have 4 party members in battle at all times, but I never really found any interesting tactics other than repeatedly using my highest damage attacks or stun-locking enemies continuously. Moreover, some enemies have a ton of health and left me wondering “when is this guy going to finally die”. The final frustration was that a handful of enemies have 1-shot-kill moves that instead of just knocking out party members like normal, these special attacks will permanently kill your team.

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Even though the gameplay was mediocre, Lisa was carried by its witty writing and gripping, depressing story. There are few games that invoke the emotions that Lisa portrays. This really is a must play for RPG lovers who are looking for a more dark and mature game. Lisa tells the story of a broken man and highlights the cycles of abuse that are perpetuated by trauma. Lisa hits hard and it is an unforgettable game.