(Deconsructeam/Devolver)
Gods Will Be Watching
started out as an entry for the game jam Ludum Dare 26. It was made
with the theme of Minimalism. The original game, which makes up a
chapter of the full game, featured dishevelled band of individuals,
amongst them a robot, doctor, engineer. Taking lead as Sgt. Burden
you denote tasks to them, to find food, repair a radio and stave of
madness to survive. It all took place in one screen a cold expanse of
lonely woodland. It was a novel idea and more complete than most game
jam results, capturing desperation and hopelessness.
It was picked up by
Devolver Digital, of Hotline Miami and Shadow Warrior fame, to expand
it into a full title with help from a crowd funding campaign. The
game seemed a natural fit with the aesthetics of other Devolver games
thanks to it's lo-fi pixel art and often grizzly violence. Now the
full game has been released, Gods Will Be Watching is another game
looking back on the point and click genre and like Kentucky Route
Zero and, despite not having that much in common, doing something
interesting with it.
Alright, maybe I'll talk. |
The plot focuses around
Sgt Burden, part of Everdusk, as he infiltrates a group deemed to be
terrorists or freedom fighters depending on perspective. You along
with a rotating team are placed in scenarios to complete from
withstanding twenty days of torture to finding a base in the
terror-stricken desert. While these scenarios are often interesting
and inventive, they way they play out is often very similar, boiling
down to managing resources and completing tasks within a time limit.
The game opens with a
hostage situation. Sgt. Burden is tasked with taking care of the
hostages ensuring they don't attempt an escape whilst holding of
troops outside. All the while you have to assist in the hacking of a
system to download a cure for a virus. Sound like a lot to manage?
Well it is. Another scenario finds Burden stranded in a desert. Along
with a squad of soldiers, you have to reach a military base within a
time limit. Juggling these different objectives is where the
challenge lies, scout ahead to ensure safety but burn through
precious time. Soldier slowing you down? You can put him out of his
misery. It's means more rations to go around at the expense of fire
power to defend against enemies.
Often the solutions and
answers to move forward only come apparent following failure, not a
bad thing in itself, many games make death an important part of the
game. Death has always been an interesting part of games, from Dark
Souls to Devolver's own Hotline Miami, it can be an important part of
figuring out how to progress but here it is just a frustration.
Deconstructeam is aware
of this frustration with the conclusion of the plot getting a little
to meta for it's own good, referring to the repeated failures and
deaths of the legendary Sgt. Burden. In fact the end sequence seems
like the biggest let down after an interesting negotiation scenario
the fate of a planet is decided by a fight, turn-based where you have
to figure out the opponents moves and respond offensive or
defensively, whilst having a bit of a back 'n' forth discussion about
morality and slavery. It all feels a bit silly, like James Bond
monologuing his philosophical beliefs and chasing down Goldfinger,
especially when the consequences of your failure have already been
hammered home, slowing down the already turn-based combat.
Whilst the decisions
you make can be simplified to either taking a survivalist or moral
approach there is a weight an consequence to your decisions. Kill the
straggling soldier slowing you down in the desert and you will be
given a quiet moment of reflection as one of his comrades will pick
up his dog tags. These actions and their consequences don't hold up
as well over the same game, as a character you didn't make it through
one chapter will return in the next. It holds the plot together but
takes something away from the approach you spent the last half an
hour wrestling with.
I did like that with
the games lack of hints I took to writing down effective or
ineffective strategies on paper which made me think back to older
point and click/adventure games. With stunning music full of synth
washes and sci-fi arpeggios that fit the games tone perfectly and
detailed, gory pixel animations, there is still a lot to like about
Gods Will Be Watching. It falls short of the original game jam's
promise but still takes an interesting approach to moral decisions,
shame about the execution.