Tag Archives: walking simulator

If Salvador Dalí ever made a videogame, it’d be Off-Peak

off-peak-screenshot4

There’s nothing to be ashamed about here, but I love the so-called “walking simulators,” a sub-genre dubbed during the Gone Home debates of 2013 over whether such-and-such was worthy of being called a videogame. I get that these more methodical, gun-less experiences are not every gamer’s cup of button-pushing tea. I can understand that, but for me, plopping me down in some new and untouched world and asking me to simply walk around it, slowly, and see how it ticks is one of the greatest joys videogames can give me. Heck, for most of my many early hours in Elder Scrolls III: Morrowind, I just walked from town to town via the king’s road, scouring houses and bookshelves and talking to citizens, avoiding fights at all cost. I didn’t actually want to be a wizard or warrior, simply a man or woman (or cat being) with plenty of curiosity and the means to travel the world.

That said, not all walking simulators are equal, as I found Dear Esther beautiful but boring. Seems like I need either a lot of things to examine in close detail as in Gone Home or something zany to happen every three footsteps like in Jazzpunk to keep me actively engaged. Off-Peak from Archie Pelago cellist Cosmo D is more of the former than the latter of that previous statement, but the stuff you are examining is so bizarre and jarring that you can’t help but walk around in a daze–eyes wide, mouth agape, brain nearly breaking. It instantly reminded me of the first time, as a wee boy, I got my hands on a book of paintings by Salvador Dalí, the Spanish artist and Surrealist movement leader best known for his depictions of melting clocks. I was young, a dedicated reader to all things cute, cuddly, and in the comics section of the Sunday newspaper, and then suddenly I was slept away into a foreign land, where the common quickly became uncommon.

Off-Peak is a short first-person adventure game, centered around a train station. You, whoever you are, must gather up pieces of a torn train ticket and move on with your life; as you search this giant area and its subsequent nooks, crannies, and hidden passageways, you’ll run into a number of colorful characters, as well as witness equally as colorful art, whether in statue, painting, or graffiti form. What’s really nice is that this world is yours to explore at your own speed, in any direction–the ticket pieces can be collected in any order. Quickly, you’ll discover that things in Off-Peak are a bit…off (peak), a world where the fate of musicians and artists is unclear, but their tools are highly praised and desired. Meanwhile, the sprawling train station provides a handful of food and entertainment spots for every kind of commuter to help pass the time between rides. Naturally, someone is reaping the benefits of such a money-making hub, and you’ll end up crossing paths with this element before the end.

I did not understand the story, nor the dressings around it, but it all remained fascinating nonetheless. The board game room, the ramen noodle shop, the Chinese garden filled with strange shapes and statues…I couldn’t help but drink it all in. Even the part where you climb a set of stairs for seemingly forever with nothing much to see, only a smooth electronica jazz soundtrack to pepper your footsteps. Considering the game was made by a musician, music plays a vital part to both the narrative and exploration, and I found nothing to dislike.

Undoubtedly, Off-Peak is not for everyone. It is a collage of sights and sounds, with nothing traditional to it, unless you believe walking around a space to be a standard classic of the industry. Um, which I do. The game’s conclusion didn’t satisfy me from a story perspective, but again, that wasn’t what I was digging for here from step one. However, if any of what I’ve written about has got you all tingly on the inside, then do yourself a favor, grab a copy of the game over at itch.io, and lose yourself in another realm for an hour or so. Wall art will never be the same afterwards.

2015 Game Review Haiku, #25 – Off-Peak

2015 gd games completed off-peak

Search for ripped ticket
In the strangest transit hub
This side of oddness

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

All cities are mad, and that includes Bernband’s The Pff

gd bernband thoughts

There are a few cities I’d really love to visit in the near future, with no set goals. No scheduled events, no locked-in attractions to see, no deadlines. I just want to be there and observe, to walk around like I’m stuck in ankle-deep quicksand. I’ll limit the following list to inside the United States, but let’s go with Boston, Providence, Charleston, Seattle, and Austin. Perhaps in that order. Actually, it doesn’t matter; I’m not picky. Now, I’m not exactly sure where Bernband‘s main city is located, but I can cross it off my imaginary list, as it has been both enjoyed and explored.

Bernband is, to mock the Gone Home haters, a “walking simulator” set in the strange city called The Pff, which has me scratching my head, but I guess that’s the point. Thankfully, I don’t have to say it out loud, only write it. Immediately, I feel like a foreigner, stepping foot into another world. An artificially pixelated one at that, which is a bit nauseating at first, but the sensation fades. Same goes for the hypersensitive mouse speed, which is akin to a first-person shooter, something I didn’t expect here.

The goal of the game–if you want to label this a goal–is to simply explore and take in the culture, and it’s fairly linear and uneventful at first, but you’ll eventually begin to see some interesting sights, as well as have options of where to go next. You move with the WASD keys, can jump, and pressing “escape” instantly closes the program–that’s all there is here, with no HUD or even a pause menu. I played for about twenty minutes and stopped after a hole in the floor returned me to the starting area, though I’m sure I didn’t see all the sights.

Despite being set in an alien city, there’s a lot of familiarity to gawk at, such as a hopping bar scene, a classroom, a car park, and so on. Plus, elevators and doors, though the elevators are more like transporters. Instead of being peppered with a range of human bodies, rooms and hallways are stuffed with alien lifeforms of all shapes, colors, and quirks. Actually, for a quick moment after I launched the game, I thought I was back in Calm Time, which had me panicking as I didn’t want to have to murder everyone in The Pff while chasing down a ghost. Thankfully, this is not a spooky game, though there is strangely a sense of coldness and dread, especially once you move away from the livelier sections of town and end up in, more or less, empty hallways. Music and sound effects are sparse, but used effectively, like that alien tinkling away in the urinal or the one tooting its horn.

In one way, it’d be nice to see Bernband expanded into something more traditional, with a full-blown story and characters and some kind of goal to complete, whether it was reaching a destination or collecting a set number of items along the way. In another, that might ruin what was captured here, that feeling of being a stranger in a strange land, where all you can do is look upon your surroundings and learn.