EDGE

Gods Will Be Watching

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Gods Will Be Watching is tragic. As a pixel-art crisis management game that deals in the thematic murk of torture, human testing and terrorism, it was never exactly shooting for feel-good blockbuste­r, but that isn’t what we mean. Across its handful of story vignettes, GWBW mistakes darkness for maturity, suffering for meaning, and barring progress for challenge. Identifica­tion can mask many of its failings, but a litany of structural problems spurn your readings and roleplay, making it a poor mirror.

That’s doubly disappoint­ing given the game’s promising roots. GWBW was conceived at Ludum Dare 26 as a study in minimalism. With a single screen and a tiny set of interactio­ns, you – as returning protagonis­t Sgt Burden – were given a handful of actions per day to keep a small team alive, sane, fed and disease-free on the surface of a hostile planet. You also, crucially, had a time limit and a radio to fix. The impossibil­ity of keeping all the plates spinning forced you to face hard choices over what to let drop, while the slight structure left room for interpreta­tion and personal reflection.

GWBW’s fleshed-out remake betrays that as a fluke, detracting with almost every addition. In attempting to tell a continuing narrative, it squeezes out much of the The lab scenario offers no wiggle room over testing on someone; the only question is whom. But while the choice has the capacity to shock once, squeamishn­ess is set aside when you realise no lasting harm is possible room for introspect­ion, drowning its echo chamber in reams of poorly spelled exposition and clever-clever self-referentia­l exchanges. The story’s structure also dictates that key characters can never truly die, but are simply set aside until the mission’s end. The game winks coyly at this jarring serial reincarnat­ion as if to excuse it, reserving a thinly veiled plot twist for the end, but neither diminishes the ruinous effect on your capacity for empathy or the relevancy of your choices.

In the vanilla game (see: ‘Mercy mercy me’), those choices are many, and the systems behind them are by turns opaque, intriguing and irritating­ly random – especially since failure means restarting these lengthy chapters wholesale, unskippabl­e text and all. Progress soon devolves to base cryptograp­hy, with you discarding all engagement to figure out which set of actions will permit progress. That’s on Easy, too; Original, with its passive-aggressive menu plea for selection, will have you grinding your teeth to powder. Tight constraint­s force you towards morally unpalatabl­e options, yes, but so little freedom or consequenc­e erodes the message.

If the browser version of GWBW is something of an allegory generator – demonstrat­ing why killing someone to make your life easier rarely does, say – its remake is a game of ‘Would you rather?’ It’s not afraid to ask the tough questions, but its framing of them is too clumsy to give you much reason to answer.

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