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Everybody's Gone to the Rapture
Everybody's Gone to the Rapture

PlayStation 4
Genre: Adventure
Developer: The Chinese Room Official Site: https://www.playstation.com/...
Publisher: Sony Classification: M15+
Release Date:
August 2015
Everybody's Gone to the Rapture Review
Review By @ 11:11am 17/08/15
PS4

Watch Joaby's full video review from his YouTube channel embedded above

What people are talking about when they declare something a Walking Simulator are the popular narrative-focused games where the player meanders through a game-world learning more about it as they go. The player interacts by looking and learning, and forward momentum is acquired directly via forward momentum. In Gone Home, you find notes from their sister. You arrive home and you experience a person's life as well you might by walking into a vacationing family's home and ruffling through their shit. It's endearing thanks to strong, absent characterisation and fairly solid plotting, and so people connect with the house, the characters and the game itself.

I could see what there was to like about Gone Home as much as I could see what people disliked.

This is not the case with Everybody's Gone to the Rapture. It redefines the concept of the Walking Simulator. Ignoring the hilarious instance where the game's creators forgot to tell anyone about the 'walk slightly faster' button, Everybody's Gone to the Rapture appears to unlearn decades of knowledge about interactivity, narrative storytelling and even optimisation.

It's a Goddamn mess.



When people derisively accuse a game of being a Walking Simulator, they're talking about a sense that the player's involvement in the game is unnecessary. In Everybody's Gone to the Rapture, I'd go further than this -- the player's involvement is an imposition that the creators at The Chinese Room couldn't work out a solution to. The idea is that in a Walking Simulator game the player could be successfully replaced by an on-rails camera and the end result would be the same. I didn't feel that this was the case in Gone Home. I always felt that my involvement was a necessity, and clever level design resulted in tension, a sense of discovery and an overall feeling of involvement.

In Everybody's Gone to the Rapture, I don't feel that the end result would be the same either. I feel like a camera on-rails would result in a net positive for the game. I don't feel it unnecessary to the advancement of the plot, I feel like I am actively hampering it.

Every moment I spend in the game I feel like I am learning to dislike it more. As a game, it involves you walking -- painfully slowly -- through the English town of Shropshire discovering what happened to all the people. You occasionally happen upon some glowing gold lights, and they recreate memories of the townsfolk who were going about their business as their world was coming to an end.

It feels like an apocalyptic version of A Country Practice or Emmerdale, where the residents of this sleepy English township go through the motions of their lives, unaware of their imminent demise. It's compelling in the same way that soap operas often are -- character conflict creates drama for invested viewers to keep track of, all the while remaining familiar enough to be relatable to your own struggles. In the case of Everybody's Gone to the Rapture, these conflicts are related to the overarching theme of spirituality, but they're made relatable through common elements like petty power struggles, gossip and loss.



Through complex and detailed characterisation Everybody's Gone hopes to give you a reason to continue exploring the world it has created as you unravel the secrets which lie within -- what happened to all the people? Where did they all go? Who am I, beyond being a disembodied floating form? It's the Stephen King approach -- character complexity is derived from an overload of information, resulting in a sensation that you really know the characters. Unfortunately for Everybody's Gone, this approach doesn't work. King's approach appeals to people's baser instincts, using sex and violence to hook readers into thinking they're learning intimate secrets about the role-players in his stories -- the best The Chinese Room manage is a man who has a drink with an ex.

Worse is the fact that the people are recreated with glowing shapes, and they're often indistinguishable. If I hadn't put subtitles on, I'd have never been able to determine Father Jeremy from Dr, because they sound too much alike. Many of the women sound too similar as well, which meant I had to rely heavily on subtitles to work out what was going on in the game's main narrative sequences. It's shocking to me that nobody ever brought up the fact that golden glowing forms are virtually indistinguishable from one another, and that perhaps the voice actors should work hard to distinguish themselves.

Everybody's Gone is a freaking mess. Any time the Golden Orbs appear indoors, the framerate shits its pants, which is a shortcut to motion sickness for many people. When people call the game pretty, they're talking stylistically -- gorgeous combinations of colours work to create a visually appealing scene every time you look around -- but there are dozens of games which look better. There are graphically more impressive games which feature complex systems working together (and against one another) which don't shit the bed as hard as Everybody's Gone does any time the main function of the game's storytelling triggers.



We've already talked about the run button, which The Chinese Room neglected to talk about at all. Their official explanation was that, at the last second, their testing told them that people preferred to trigger the ability to run themselves, and they then simply forgot to mention that they'd bound the ability to a button at all (probably because the game only uses buttons primarily as a method of interaction between the player and the game-world, tying movement and viewing to the thumbsticks and the occasional gold blob trigger to the SIXAXIS controls of the Dual Shock 4).

This claim, that they changed the run speed to a player-triggered event, makes sense, because if the running was an automatic event (like it had been originally, according to the developers) it wouldn't be so utterly jarring to have your run speed reduced to zero when you enter buildings. This is how you know the player is an inconvenience, an unwanted trespasser in The Chinese Room's creation. In order to manage a level of pacing they spent a long time putting together, they will actively remove any sense of player agency as they see fit. You're moving too fast through our game-world -- we will, for no reason, now force you to slow down.

Pacing is oh-so important in a game like this though. It's vital that Everybody's Gone to the Rapture gives you time. If they force-feed you their narrative too quickly, you'll never stop to think about it. If they take too long, you'll get bored (more bored than you already are). They need to give you just enough time to make you sit there and think "woah, what did that conversation between two yellow blobs mean? Maybe it was important? That one yellow blob seemed angry at the other one. That's probably going to be a thing later. Wow, this game is pretty deep".

Because when your game offers the player this little meaningful interaction, you need to find something else to offer them. Why not faux depth?



And rest assured, the game offers precious little meaningful interaction. You don't have to activate all the golden blob moments by waggling the controller around, just some of them. The trigger for a controller activated golden blob moment appears to be entirely arbitrary. Most interactions with the game-world are arbitrary. There are light switches that switch but don't turn on any light. There are doors that open, and others that don't. Sometimes, when a door won't open a knocking audio file or a door jiggling audio file plays but at other times nothing happens at all. For most of the game, an ajar door or gate means that gate can be opened or entered, but then you suddenly come across other doors and or gates which can't. Nothing in the game world can be picked up and looked at. There's no zoom key, so you can't look at things in more detail. They don't want you to pay attention to the details, because they never really did either

You experience this world exactly as The Chinese Room intends for you to experience it. For a game which deals so heavily in themes of faith, Everybody's Gone shows surprisingly little faith in the player. The golden orbs lead you from cut-scene to cut-scene, assuming the entire time you're unable to find these things on your own, because Everybody's Gone isn't about you discovering anything. Gone Home was endearing because it felt like each new morsel of information was something you discovered -- your detective work lead you to uncover the mysteries of the home. That's not the case here. You're not detecting anything. You go where they allow you, you see what they want you to see, you hear the audio files on tapes inexplicably dotting this sleepy English town. If the game didn't allow you to move around or look around, it would be better off. You wouldn't waste your time exploring empty houses full of superficially detailed minutiae.

The reason people notice details they otherwise don't in games like these is because by design the game reduces the player's level of interaction to the act of viewing, and so a player who strives to do "better", for whatever that term is worth, will always notice more things -- they will strive to interact with the game world as much as possible. Player's who mentally break games down to the elements they are constructed from will look for patterns in the game so that they can take the game apart. It's not petty nitpicking that sees games like Everybody's Gone suffer further scrutiny for minor missing details than your Call of Dutys -- the way we interact with games is responsible for that.



Which leads us to the only possible conclusion I can draw from this experience.

You are what's wrong with this game, dear gamer. Your existence is an affront to its majesty. It's a gorgeous town with a spectacular soundtrack, and your very presence taints it. Holy shit, I just realised. It's meta as fuck, a brilliant commentary on the nature of the relationship between the creator and those of us who experience creation. Hell, maybe it's more than that. Maybe it's a meta commentary on the nature of our relationship to God. The big guy upstairs created all of this before us so that we might bathe in His glory and you're using His infinite generosity to sit there and watch some dude bitch about a videogame on YouTube.

This is it. I'm spiralling out of control. I've been wasting my life. Everybody's Going to the Rapture except me, because I'm sitting here, pissing away my life criticising a game, and for what? Because it was contemptuous of my time? Aren't I just as contemptuous of it, sitting there, playing a game I fucking hated for six fucking hours just so I could get to the end, just so I could shit on it from my not-so-high horse? Fuck. Go outside, Joab. Go do something. You can't even walk that much faster than the floating camera thing in Everybody's Gone, so where do you get off bitching about that anyway? Do something with your life, you waste of space. What have you created? The Chinese Room might have made a game you hate, but at least they evoked some reaction from someone, you fart-knocker.

If this was The Chinese Room's intention, if they meant to create glorious meta-commentary about the nature of the game developer and the gamer, or God and all of life, or whatever, then bravo. They fucking killed it. The fact that the only games they've ever made are Walking Simulators makes this grift next-level, like the old Chinese man with the fishbowl in The Prestige.



Walking simulator as a term started as a dismissive joke, and Everybody's Gone to the Rapture is the punchline, a shaggy dog effort determined to mock the idea that games need players. It's not meta. It's not clever. It's banal and tedious and if your narrative focused do-nothing game wouldn't work as a halfway interesting short story, then it won't be better just because you force people to walk slowly around a wholly un-interactive game space while you drip-feed them unconnected plot points.

PS Do not wander into a vacationing family's home and ruffle through their shit. That is literally a plot device from every serial killer movie ever.
What we liked
  • Picturesque
  • The soundtrack
What we didn't like
  • Where do I begin?
  • Frame drops
  • Inconsistencies in the interactivity
  • Barely any interactivity
  • If the golden blob killed all the animals why are there birds chirping all the time?
  • I hate not being able to run in games where you actually do things, let alone here
  • If you walk too far away from audio cues they abruptly stop so you're stuck in one place while they play
  • It forced me to take a long, hard look at myself and I didn't like what I saw
  • I could go on at length and I do in the body of the review text
More
We gave it:
2.5
OUT OF 10
Latest Comments
Ice9ine
Posted 08:33pm 17/8/15
Steve, it would be easy of me to come out and flame your review score. I am not going to because reviews are completely subjective. I played through this 'game' and was immersed from the minute it stated to the final credit. If it was to be reviewed as a 'game' which technically it is, I admit there is not much gaming to be had, however I see Rapture as more of an 'experience' than a game. I could almost describe it more of a movie or story told through the platform of a gaming console. There is no wrong or right, no scores, no dying or spawning, but there is some of if not the best voice acting, music score, graphics and gameworld that I have ever experienced.

Rapture is different but that doesn't make it bad, or in my view anything like a 2.5 score. For what it does, it does brilliantly. The story concept had me guessing right up until the end and to be honest, still guessing as there are many un-answered questions...but that is cool too. it leaves something for the imagination.

Personally, I adored Rapture. It is creative and steps outside the all too beaten to death gaming square we are all too familiar with. I respect your score and review as it is a reflection of your experience however I see personally disagree. For what Rapture IS (not what its not)...its one of the most memorable 6 hours in gaming Ive had.
Joaby
Posted 09:58pm 17/8/15
Hey there, I wrote the review, not Steve. I respect your measured and mature response to a review and score which lays pretty heavily into a game that you clearly really enjoyed. I'm genuinely thrilled to hear that you enjoyed the game, because really disliking a game sucks, so it's always more fun if you can enjoy it. I guess ultimately there are things you appreciated as brilliance that I felt were cop-outs, and there were things I felt were major mistakes that you didn't feel impacted your experience at all, and that's pretty much how it goes with games.

I'm glad you enjoyed it, even if I didn't. It's clearly a very divisive game (based on reviews I've seen anyway).
Ice9ine
Posted 10:27pm 17/8/15
Hey Joaby, sorry mate about the Steve thing lol.

Youre right, I love Souls games, some people hate them. I love D3, some hate it. Opinion is healthy and a good thing. Life would be pretty boring if we all liked the same things.

Im not a fanboy of Rapture, nor would I get defensive if people bag it. I just thought it was brave, different and an intruiging 6 hours. Likewise, Im its a shame you didnt enjoy it mate then have to sit through 6 hours that probably felt like 60.

Again, I respect you review and opinion mate. Now the big question...MGS5 or Madmax? :)
Khel
Posted 11:54pm 17/8/15
I haven't actually played it, so my opinions probably don't hold much weight, but after watching Joaby's video and watching a few other videos of it, I dunno, I kinda feel like its trying way too hard to be special. Why bother taking your story into the medium of games, and then taking no advantage of what the medium has to offer? Why not make it a movie at that point or an on-rails point and click affair with super pretty art and pre-rendered scenes that the player can sort of move through in a semi-directed way? Once you take the next time and transport it into a full on game engine and push it as a game, I dunno, that for me comes with certain expectations. It doesn't strike me as brave, it strikes me as lazy, like a bunch of artists and writers sat around and wanted to make something but didn't have any game designers or gameplay programmers on staff to make an actual game, so they just wrote a story and made some pretty art and dropped a bare-bones default player controller into the world so you could walk around in it.

Maybe its like you said and I'm trying to compare it as a game to other games, maybe these sorts of things shouldn't be considered games and should live separately as their own medium so people aren't walking into them with the expectation of getting a game when all you're really getting is a self-directed tour through some art and writing. It looks like really pretty art for sure, and some good writing, but if I was going to experience it, it almost feels like its something I'd rather just watch someone else play. I don't want to engage and interact with a game that isn't going to make any effort to engage with me.
Viper119
Posted 04:32am 18/8/15
I really enjoyed Gone Home, Dear Esther and The Vanishing of Ethan Carter, which are all walking simulators with a smidge of interaction to progress the story-telling. But they had pretty great graphics, music, narrative and were rather engrossing. What did you think of those games Joaby?

Is your gripe that Rapture fails on those parts, in addition to being a walking simulator? Or just that it's a walking simulator? As the above three mentioned games got a lot of hate for that, despite also being critically acclaimed as narrative experiences.
Joaby
Posted 07:24am 18/8/15
Hey Joaby, sorry mate about the Steve thing lol.

Youre right, I love Souls games, some people hate them. I love D3, some hate it. Opinion is healthy and a good thing. Life would be pretty boring if we all liked the same things.

Im not a fanboy of Rapture, nor would I get defensive if people bag it. I just thought it was brave, different and an intruiging 6 hours. Likewise, Im its a shame you didnt enjoy it mate then have to sit through 6 hours that probably felt like 60.

Again, I respect you review and opinion mate. Now the big question...MGS5 or Madmax? :)

At least we can agree on Souls games, and D3 after the 2.0 patch. I think MGS TPP is going to be something special, but I'm a Kojima diehard. I worry that Mad Max will feel too empty, which is a problem for open world games that aren't set in massive empty wastelands, let alone one that is.

I really enjoyed Gone Home, Dear Esther and The Vanishing of Ethan Carter, which are all walking simulators with a smidge of interaction to progress the story-telling. But they had pretty great graphics, music, narrative and were rather engrossing. What did you think of those games Joaby?

Is your gripe that Rapture fails on those parts, in addition to being a walking simulator? Or just that it's a walking simulator? As the above three mentioned games got a lot of hate for that, despite also being critically acclaimed as narrative experiences.

I enjoyed Gone Home until about the last 15-20 minutes, when I felt it pussied out and went for the hollywood ending. Did not enjoy Dear Esther, although I felt it was better than Rapture. Haven't played The Vanishing of Ethan Carter, but I've seen heaps of people suggest it as an alternative to this.

Rapture, in my opinion, fails on a fundamental level. With Gone Home and Dear Esther, a camera on rails would have been not quite a lateral move to replace the player. There was a sense of discovery involved which I felt was necessary to what made both of those games require the player. I felt that Rapture lacked even that basic component, because when you stray from the path set out for you by the glowing orb thing you can and will miss important story elements. Your existence in the game world is a hindrance it can't solve. A camera on rails wouldn't be a lateral, equal move to the player -- it would be a net positive. I'd never trigger a scene and then look the wrong way, I'd never completely skip the ending sequence for one of the players. I wouldn't feel frustrated when the game took control from me at random. I don't accept the idea that Walking Simulators aren't games, but in the case of Rapture, I believe it fails to do the few things that games are supposed to do. If it was on purpose it would almost be brilliant, but not worth the price of admission. It's not on purpose though.

I lean on this too much, but Alan Moore spent a lot of time rejecting the idea of making a The Watchmen movie solely because he felt that he'd used comics because they were capable of something movies were not. He is an avid believer in the idea of using a medium's strengths, and he felt that cinema wouldn't deliver the experience he was aiming for. Maybe, like with Watchmen, the un-player concept of Rapture will work conceptually. But for now I think games need players more than players need games.
Lewk
Posted 11:41am 18/8/15
I'm baffled by this review too. I thought it was a captivating, engrossing and a wonderful piece. The same team made Dear Esther which I hold in such high regard also. Although for me Dear Esther was better, this certainly isn't deserving of a 2.5.

Perhaps you went into this with the completely wrong mindset?
notgreazy
Posted 03:19pm 18/8/15
Very interesting discussion. When i saw the trailer to this game I got excited but then :( at this review. If the game offers nothing in the way of gaming (not even puzzle solving? or quicktime events) then I think I'd agree with the review. Especially the cant run part, oh man that would tick me off.

Still would be keen to play it.
ravn0s
Posted 04:27pm 18/8/15
Especially the cant run part, oh man that would tick me off.


you can run. the devs forgot to label it on the controls screen.
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