107 lines
6.3 KiB
Markdown
107 lines
6.3 KiB
Markdown
---
|
||
title: "The Stanley Parable: Ultra Deluxe Review"
|
||
date: 2022-07-25
|
||
series: reviews
|
||
---
|
||
|
||
Every so often a game comes around that is genuinely hard to review. Especially
|
||
when you are trying to avoid spoiling the magic of the game in that review. This
|
||
is a game that is even harder to review than normal because it's an absolute
|
||
philosophical document. This game absolutely riffs at the games industry super
|
||
hard and it really shows. I'm going to try to avoid spoilers in this article,
|
||
except for a few I made up.
|
||
|
||
<xeblog-conv name="Cadey" mood="coffee">I was going to include screenshots in
|
||
this article, but it's difficult for me to get them without spoiling the subtle
|
||
comedy at hand, so I'm going to leave this as a text-only review.</xeblog-conv>
|
||
|
||
The Stanley Parable: Ultra Deluxe is either the second or third game in the
|
||
series. At first this game was a Half Life 2 mod that came out of nowhere and
|
||
was one of the most beloved mods ever released. Then they made it a proper game
|
||
on the Source engine and expanded it a bit. After a while they wanted to
|
||
continue the parable and expand it even more, but they weren't able to get it on
|
||
consoles with it still being a Source engine game. So they ported it to Unity
|
||
and the end result is The Stanley Parable: Ultra Deluxe. It is one of my
|
||
favorite games of all time.
|
||
|
||
It is a deeply limited game, you only can move around and interact with things.
|
||
The story is about an office drone named Stanley that pushes buttons based on
|
||
instructions from his computer. The big thing that this game does though is make
|
||
you realize the inherent paradoxes in its own design.
|
||
|
||
<xeblog-conv name="Mara" mood="happy">Being mechanically limited like this is
|
||
not actually a bad thing like the phrasing might imply. This means that the main
|
||
focus of the gameplay is not on the micro actions the player can take. In this
|
||
case the main focus is on how the player interacts with the story and not how
|
||
the player interacts with their controller or puzzles or tactics. Additionally,
|
||
the mechanical limitations of the gameplay are thematically aligned with the
|
||
story's premise of being an office drone in ways it can play with. Think
|
||
dramatic irony taken to its logical conclusion.</xeblog-conv>
|
||
|
||
Endings that make you look like you had exercised your free will actually boil
|
||
down to your actions being controlled by following the narrator's voices. This
|
||
is absolutely taking the piss out of how most modern AAA game design works,
|
||
guiding you with an invisible hand and making it _seem_ like you had the free
|
||
will to choose what was going on when in fact you were really just following the
|
||
invisible guidance the whole time.
|
||
|
||
However I think one of the best examples of how The Stanley Parable riffs at
|
||
mainstream game design is via the Adventure Line™️ that shows up in one branch of
|
||
the game. The Line™️ is an obvious riff on games like Dead Space where you can
|
||
summon a line to tell you where to go at any time. It shows how _boring_ modern
|
||
game design is by making you _see_ the consequences of it. If you follow the
|
||
narrator's voice, you get boring endings.
|
||
|
||
In many modern AAA games, you have the free will to choose to follow the main
|
||
story and finish all the quests or whatever, but not much else. Consider Call of
|
||
Duty or Battlefield. You are John America and you have to kill the enemies to
|
||
death before they kill you to death by throwing bullets at you. You get to the
|
||
end of the level and blow up the brown people some more or something and then
|
||
it's suddenly a victory for America. But what did you really accomplish? You
|
||
just followed the line. Walk outside of the intended playable area? 10 second
|
||
timer until the game kills you. Shoot a person with the wrong skin color? The
|
||
game kills you.
|
||
|
||
<xeblog-conv name="Numa" mood="delet">If you manage to clip out of bounds in the
|
||
escape ending, the screen will fade to black and you will be transported to a
|
||
temperate climate. Then a t-posing model in terrible armor will tell you that it
|
||
used to be an adventurer until they took an arrow to the knee. Hope that's not a
|
||
marriage proposal!</xeblog-conv>
|
||
|
||
However in The Stanley Parable you can defy the narrator and that's where the
|
||
game really opens up. It's great to get in the area where the game is unfinished
|
||
and then have the narrator complain about deadlines, scheduling delays, investor
|
||
funding and them wanting to avoid having to stuff it to the gills with
|
||
microtransactions. You can legitimately glitch your way out of bounds and then
|
||
the game will reward you with a new ending you didn't know was possible. The
|
||
game takes the concept of the illusion of free will and plays with it.
|
||
|
||
The game makes you think about what games _can_ be. It makes you wonder if the
|
||
potted plant soliloquy after the broom closet ending speaks to the mental state
|
||
of the author more than anything. Of all of the artistic endeavors that games as
|
||
a medium _can_ have, we end up seeing very few or none of them in mainstream
|
||
gaming. Sure you get your occasional 4k120fps robot killer waifu with a bow and
|
||
a whacky stick, but none of it really _revolutionizes_ video games as an art
|
||
form. It's all just derivative of the generic "unalive bad guy and save earth"
|
||
trope.
|
||
|
||
<xeblog-conv name="Mara" mood="hacker">If you want some games that really
|
||
revolutionize what games can be, check out
|
||
[Celeste](https://mattmakesgames.itch.io/celeste), [Secret Little
|
||
Haven](https://ristar.itch.io/secret-little-haven), [Baba Is
|
||
You](https://hempuli.itch.io/baba), and [Glittermitten
|
||
Grove](https://twinbeard.itch.io/glittermitten-grove). All of these games really
|
||
challenge what games can be and experiment with radically different kinds of
|
||
art. You never will see mainstream games be as risk-taking as this because art
|
||
is fundamentally risky and capitalism wants line to go up, so they go out of
|
||
their way to make sure that mainstream games are as safe and likely to sell many
|
||
copies as possible.</xeblog-conv>
|
||
|
||
I made up the thing about the potted plant, but if you had played the game then
|
||
you'd probably have started the game up to look for it just to see what was
|
||
there. I wonder if I made someone stand at that potted plant for like 5 minutes
|
||
or something. This game sparks creativity in ways that other mainstream games
|
||
just fundamentally don't. If you've been looking for something different in your
|
||
video game diet, I really suggest you give it a try. Go in as blind as possible.
|
||
I'm not paid in any way to say this, I genuinely think this is really good.
|