The Chinese Room is not new to this style of game. You may remember a few years ago when they produced Dear Esther. A game, I kid you not, I played for eleven minutes before getting bored and stopping. It wasn’t very interesting and I haven’t used to the style of game that it was. At the time, I was prone to immediately rejecting games which I wasn’t used to, and this was something completely new to me.
My opinion about this style of game changed radically when I played Fullbright’s Gone Home. If you have not played this masterpiece, stop reading this and play it now. It really is fantastic and it managed to completely change my opinion about this kind of games.
It was because of Gone Home that when I found out about Everybody’s Gone to the Rapture (ridiculously long title – I’ll just refer to it using the acronym EGTTR from here on out), I decided I wanted to give it a go. I wasn’t really aware that the game was by The Chinese Room when I started it, but when I found out I was willing to give them a second chance. I was ready to experience a story involving a bunch of Welsh(?) people who have all mysteriously disappeared.
The game starts off with you waking up in the middle of a road by a gate. From there you just start walking down a road. Along the way, the game teaches you the controls. Make sure you learn them; after showing them to you once, the UI clears itself from the screen and you just have to remember what buttons to press. Luckily, there’s not much to remember and you’ll probably get the hang of it quickly. It wasn’t entirely obvious to me that the game would stop prompting me so suddenly. In the game, there are some radios that are constantly emitting the sound of a woman reading out a random sequence of numbers. The first one you come across prompts you to press the X button to activate a BioShock style log entry recording. When I found the second one, I didn’t know to press X because it didn’t prompt me to do so, and I assumed that I couldn’t. It was only after about an hour did I work this out, which means I’ve missed a whole bunch of story. I may have missed some important things which would have helped me understand what was going on.
This wasn’t too bad a problem. The radios are simply an extra thing you can listen to which adds to the story. The main, important parts of the story are told by these strange, floating blobs of light which guide you around this village. At points they stop, and using some controller tilting, you activate some narrative. When this happens the world goes dark as if it were nighttime, and the light takes human form to represent a number of people and various objects they interact within the narrative. These narratives are meant to tell you about various people who live in the village and about what happened to them on one mysterious night, where everyone disappeared mysteriously.
The game is beautiful. It uses the CryEngine which is known for being good at making beautiful looking games with many lights and particle effects. What the most beautiful aspect of this game is not the visuals, but the enchanting soundtrack. It is relaxing and peaceful. It’s the kind of music which you can’t help but feel some kind of emotion for. It is great at relaxing you so you can simply sit back and enjoy the game. Frankly, it would be pretty boring without it.
On my list of things which really put me off games is slow walking speed and a lack of a sprint button. This game ticks both boxes in that criteria. You walk incredibly slowly in this game, it’s like your legs can’t move more than half a footsteps. You’re supposed to be following the strange balls of light but it’s quite irritating when they move so much faster than you. At times, I wanted to explore some of the houses and perhaps have a look at the vast open fields. Sometimes I got lost and needed to turn back. It’s quite annoying when you have to walk a long distance in a game very slowly. Perhaps the sprint button was not put in because it would ruin the mood of the game if people were just running around everywhere and rushing the game. I would hasten to disagree. Why? It took me three hours to complete the game and I’d wager that about half of that was walking and being lost. Let’s face it, walking around and getting lost does not make enjoyable gameplay. I wanted to get on with the story, not wander slowly through a village wondering where I’m going. I could do that in real life.
The big problem with being lost in EGTTR is that sometimes you don’t realize it. I had, on several occasions, lost my ball of light as I was walking, so I followed the path, trusting that the world design would guide me to where I was meant to go. You know, like a good game would. This did lead me somewhere else, but not where I was meant to be. The game is separated into following around different people (or blobs of light). You follow one person until you find out how they died, then move on to someone else. I had, twice, gotten myself so lost that I accidentally found the starting location of another story line which I can only assume I was supposed to find after I had completed my current story line. So without knowing it I had started another part of the game without completing the part I was on. I didn’t know this until much later in the game, so I had to go back and find the previous ball of light to complete their story line. I just went with it followed their story until I got lost again. This was very annoying. Not only because it meant walking back and having to find where the ball of light had gotten to, but it also completely muddled up the story in my mind. Everything I experienced was out of the order the game was supposed to happen in. The effect being that I was completely lost and couldn’t tell you what happen in the game at all. I still can’t.
After I had completed all the story lines (with great effort and determination on my part) I was catapulted back to the place I started but on the other side of the fence this time. I had one road to follow and had to walk into a big room where the final, revealing moment would happen. The moment where all of would suddenly make sense and I would finally understand what the game was trying to tell me. Alas, no. The conclusion made sense, I understood it, and I was completely underwhelmed. None of the previous three hours of gameplay mattered to the conclusion whatsoever. The ending was simply not very interesting and I felt cheated. My time had been wasted, and so had my £15.
So, in conclusion, I can’t recommend this game to you. You can get it for £15 on the PlayStation Store and I thoroughly recommend you spend your money on something more worthwhile. Like a really good toothbrush.
One response to “Everybody’s Gone To The Rapture”
[…] next game was Everybody’s Gone To The Rapture. I did a review of it at the time. If you can’t be bothered to read that, here’s a summary: if you ignore the very nice […]