On Everybody’s Gone To The Rapture

I think it’s fair to call ‘walking sims’ a genre now. The term started as a snide quip towards those exploratory games where the player ‘does’ nothing (in lieu of any attempt to understand how the player actually does engage with said games), but it does adequately describe (mechanically, at least) a collection of works. I think this is an important point to start this post with as I think Chinese Room’s Everybody’s Gone To The Rapture was most impressive for me in the way it forwarded the walking sim genre into new territories.

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Chinese Room’s earlier game, Dear Esther, was an explicit attempt at mechanical minimalism. Dan Pinchbeck said in multiple interviews (including one with me for an Edge feature on walking games) that he wanted to remove as much gameplay as possible to see what the bare minimum requirement for an interesting engagement would be. So they threw out everything except looking, listening, and moving.

Dear Esther would find itself centre stage in the incredibly boring and reductive debates about just what counts as a videogame. This is something I found ironic as, for me, Dear Esther is an exercise in videogame formalism. It is an exploration of just how players meaningfully engage with videogames once you move beyond the marketing promises of surmountable challenges and consequential choices. It provides a space to explore and the means to explore it. It challenges narrow understandings of what counts as ‘interacting’ with a game, putting to the fore the interactions had with eyes-on-screens and ears-at-speakers.

(In one of my favourite essays of his, David Kanaga says:

We can move or play in videogames—not much more can be said definitely. I am interested in a formalism […] that builds from this premise, that regards this movement in much the same way that musical movement is regarded, which has meanings, but meanings which are unspeakable, which are living in the material itself, and which mean very little divorced from the context.

I think walking sims exemplify this. Especially Dear Esther with its strict commitment to walking, listening, and looking as the only possible engagements.)

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After and around the same time as Dear Esther you have Journey with its focus on graceful movement and companionship; Proteus with its musical and relaxing islands (a ‘sit’ button replaces the more typical ‘jump’ button); Gone Home provides a singular but intricate space to walk around, objects to handle in a more traditional style, and a clever play on horror conventions. No shortage of individual creators have created their own games that could also be classified as walking sims. Blockbuster games such as Alien: Isolation have included extended sequences where the player does nothing but walk and look and listen (and of course such sequences existed long before ‘walking sim’ was formalised as a name). The genre has come into its own to an extent that I feel comfortable calling it a genre. Continue reading