Perhaps subconsciously motivated by @RogerRoger, here’s another review of a walking sim in space!
We now live in a world where Artificial Intelligence (AI) has become an expanding part of daily life. AI are composing poems, creating art, and writing research papers, not to mention chatting with you like a friend or recommending recipes. It’s not too far fetched to imagine a reality 60 years from now where AI moderated space stations exist.
Enter Tacoma, a game made by Fullbright studios, which you may recall made a splash with Gone Home.
When Fullbright began developing Tacoma 10 years ago, ChatGPT wasn’t even a twinkle in Elon Musk’s eye, but the fiction surrounding senescent assistive interactive computer personalities dates way back to Knight Rider’s K.I.T.T., or HAL 9000 in 2001: A Space Odyssey. The idea of commercial space travel has also been percolating for many decades. And so it is here that Fullbright selected a setting to tell this story — in the year 2088 we begin our journey of the tragedy of the Tacoma space station.
The game drops you into the role of Amitjyoti «Amy» Ferrier who has been sent to investigate the abandoned Tacoma station and retrieve information from its AI, ODIN. With no remaining crew members and only partial augmented reality (AR) log data and environmental clues left behind, you are tasked with unraveling the circumstances surrounding ODIN and the 6 crew members.
The Good
It’s not necessarily a novel gameplay idea, but it’s done expertly here. The clues about the events are given thorough AR generated clips that were preserved prior to the partial destruction of the station’s database. As you might guess, the messages and scenes left behind are scattered, disjointed, and cryptic. As
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