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The Stanley Parable (#514)

Signed-off-by: Xe <me@christine.website>

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··· 1 + --- 2 + title: "The Stanley Parable: Ultra Deluxe Review" 3 + date: 2022-07-25 4 + series: reviews 5 + --- 6 + 7 + Every so often a game comes around that is genuinely hard to review. Especially 8 + when you are trying to avoid spoiling the magic of the game in that review. This 9 + is a game that is even harder to review than normal because it's an absolute 10 + philosophical document. This game absolutely riffs at the games industry super 11 + hard and it really shows. I'm going to try to avoid spoilers in this article, 12 + except for a few I made up. 13 + 14 + <xeblog-conv name="Cadey" mood="coffee">I was going to include screenshots in 15 + this article, but it's difficult for me to get them without spoiling the subtle 16 + comedy at hand, so I'm going to leave this as a text-only review.</xeblog-conv> 17 + 18 + The Stanley Parable: Ultra Deluxe is either the second or third game in the 19 + series. At first this game was a Half Life 2 mod that came out of nowhere and 20 + was one of the most beloved mods ever released. Then they made it a proper game 21 + on the Source engine and expanded it a bit. After a while they wanted to 22 + continue the parable and expand it even more, but they weren't able to get it on 23 + consoles with it still being a Source engine game. So they ported it to Unity 24 + and the end result is The Stanley Parable: Ultra Deluxe. It is one of my 25 + favorite games of all time. 26 + 27 + It is a deeply limited game, you only can move around and interact with things. 28 + The story is about an office drone named Stanley that pushes buttons based on 29 + instructions from his computer. The big thing that this game does though is make 30 + you realize the inherent paradoxes in its own design. 31 + 32 + <xeblog-conv name="Mara" mood="happy">Being limited like this is not actually a 33 + bad thing like the phrasing would imply. It just means that the main focus of 34 + the game is not on the micro actions the player can take. In this case the main 35 + focus is on what the player can do with the story and not what the player can do 36 + with their controller.</xeblog-conv> 37 + 38 + Endings that make you look like you had exercised your free will actually boil 39 + down to your actions being controlled by following the narrator's voices. This 40 + is absolutely taking the piss out of how most modern AAA game design works, 41 + guiding you with an invisible hand and making it _seem_ like you had the free 42 + will to choose what was going on when in fact you were really just following the 43 + invisible guidance the whole time. 44 + 45 + However I think one of the best examples of how The Stanley Parable riffs at 46 + mainstream game design is via the Adventure Line™️ that shows up in one branch of 47 + the game. The Line™️ is an obvious riff on games like Dead Space where you can 48 + summon a line to tell you where to go at any time. It shows how _boring_ modern 49 + game design is by making you _see_ the consequences of it. If you follow the 50 + narrator's voice, you get boring endings. 51 + 52 + In many modern AAA games, you have the free will to choose to follow the main 53 + story and finish all the quests or whatever, but not much else. Consider Call of 54 + Duty or Battlefield. You are John America and you have to kill the enemies to 55 + death before they kill you to death by throwing bullets at you. You get to the 56 + end of the level and blow up the brown people some more or something and then 57 + it's suddenly a victory for America. But what did you really accomplish? You 58 + just followed the line. Walk outside of the intended playable area? 10 second 59 + timer until the game kills you. Shoot a person with the wrong skin color? The 60 + game kills you. 61 + 62 + <xeblog-conv name="Numa" mood="delet">I used to be an adventurer like you until 63 + I took an arrow to the knee! Get it? It's because "taking an arrow to the knee" 64 + meant "getting married" because being married in Norse times (because Skyrim's 65 + Nord are basically LARP vikings) really handicapped your ability to move around 66 + freely, and in those times an arrow injury was basically guaranteed to be fatal 67 + so it can't be literal (if only because there's so many guards with knee 68 + injuries walking around effortlessly which is...unlikely at best).</xeblog-conv> 69 + 70 + However in The Stanley Parable you can defy the narrator and that's where the 71 + game really opens up. It's great to get in the area where the game is unfinished 72 + and then have the narrator complain about deadlines, scheduling delays, investor 73 + funding and them wanting to avoid having to stuff it to the gills with 74 + microtransactions. You can legitimately glitch your way out of bounds and then 75 + the game will reward you with a new ending you didn't know was possible. The 76 + game takes the concept of the illusion of free will and plays with it. 77 + 78 + The game makes you think about what games _can_ be. It makes you wonder if the 79 + potted plant soliloquy after the broom closet ending speaks to the mental state 80 + of the author more than anything. Of all of the artistic endeavors that games as 81 + a medium _can_ have, we end up seeing very few or none of them in mainstream 82 + gaming. Sure you get your occasional 4k120fps robot killer waifu with a bow and 83 + a whacky stick, but none of it really _revolutionizes_ video games as an art 84 + form. It's all just derivative of the generic "unalive bad guy and save earth" 85 + trope. 86 + 87 + <xeblog-conv name="Mara" mood="hacker">If you want some games that really 88 + revolutionize what games can be, check out 89 + [Celeste](https://mattmakesgames.itch.io/celeste), [Secret Little 90 + Haven](https://ristar.itch.io/secret-little-haven), [Baba Is 91 + You](https://hempuli.itch.io/baba), and [Glittermitten 92 + Grove](https://twinbeard.itch.io/glittermitten-grove). All of these games really 93 + challenge what games can be and experiment with radically different kinds of 94 + art. You never will see mainstream games be as risk-taking as this because art 95 + is fundamentally risky and capitalism wants line to go up, so they go out of 96 + their way to make sure that mainstream games are as safe and likely to sell many 97 + copies as possible.</xeblog-conv> 98 + 99 + I made up the thing about the potted plant, but if you had played the game then 100 + you'd probably have started the game up to look for it just to see what was 101 + there. I wonder if I made someone stand at that potted plant for like 5 minutes 102 + or something. This game sparks creativity in ways that other mainstream games 103 + just fundamentally don't. If you've been looking for something different in your 104 + video game diet, I really suggest you give it a try. Go in as blind as possible. 105 + I'm not paid in any way to say this, I genuinely think this is really good.