Release Date: 31/08/2017
Played On: Win
Available On: NS / PS4 / Win
Time Played: 2h
Progress: Completed
Developer: Ovosonico
Publisher: 505 Games

Welcome back to the land of beautifully realised, small-scale, narrative gaming excellences. I'll never cease to be amazed at how a great little game can stick with you far beyond an average big game. Then again, we all know that sometimes good things really do come in small packages.

Remove any negative connotations you may have associated with the word "small" when it comes to games. After all, Last Day Of June is a small game in many different ways, but to experience this neat little narrative is to be left with something greater than the sum of its parts.

The vast majority of the game is set on a single plot of land in the countryside, where its handful of main characters live. Connected by cobblestone lanes, the handful of cottages are home to an eclectic cast that share an equal role in the telling of Last Day Of June's tale.

In the interest of staying relatively spoiler free I'm not about to get into the story all that much. Although, having said that there are some key points that are central to the gameplay, but they're obvious from the start of the game so none of this should ruin the experience. If you're worried about missing out on something great though, stop reading and go play the game. It's worth it.

The game takes place on a single day, which is replayed over and over again from different perspectives. Initially we're introduced to some characters who encounter a life-changing event, followed by the immediate repercussions. This significant event becomes the focal point of the story, and we're drawn into the "what if" scenario of how things might have been different.

Our central characters live next door to a young boy, an adult woman, a rich hunter, and an old man. There's some hints at how these characters might be related, but the entire game is without dialogue or verbal language, so it's kind of up for interpretation. Not that you need to nail down the possible family tree, as each character is expressive and communicative through their gibberish murmurs and well animated body language. It's impressive to see such a simple aesthetic utilised deftly and so expressively.

The player is tasked with controlling each of the four neighbours as they live out the events leading up to the focal events of the story. Think of it as a rogue-like sequence where you're able to perform a series of actions within a set time frame. Once the day is done, the events of the story play out and may or may not be changed by your earlier actions.

Each time you complete a set of actions and end the day, you unlock some permanent changes in the environment and for each character. For instance, there may be a locked gate that can only be accessed from a side that's blocked to everyone but the hunter. Playing as the hunter and opening the gate will mean that the gate is then open for other characters to access in future iterations.

While this might seem a bit at odds with the whole repeating-the-day element, it actually turns Last Day Of June into an interesting puzzle game. At first you're getting used to what each character can do and where they can go, but soon you're thinking about how to unlock potential actions for others along the way.

There are enough permutations of each character's events that can quickly become a little confusing to remember where you are on the narrative branches. I tend to write down choices for branching games like this one, so I don't forget where I am, and this was no different. By the time I'd seen all of the possible endings, I had one hell of a flow chart going.

Each choice you make in each day has a knock-on effect to everything the other characters are doing. Throwing a ball to the dog, will mean that the dog might be in the hunter's way as he heads down a path late in the day. Choosing which actions to take and when to take them, becomes an excellent little brain teaser to process and figure out.

Thankfully these mechanics of the game are helped by the fact that the environment is limited, and the actions are few. There's no doubt that this is a small game, but it's only to its benefit in every way, as the space is open without being overwhelming. Choices are clear and each area on the map is focused. After a couple of runs with each character, it's easy to slip into the rhythm of knowing what's available to you and getting on with the story.

Much to the enjoyment of a player like me, who would rather focus on the story itself than potential road-blocks thrown up by puzzles. Here I use the word "small" again, as Last Day Of June tells a simple story without too many twists and turns, which ends up being an elegant and touching experience.

I loved the lack of dialogue in the game, as characters are left to express themselves through gestures and mumbles. In many ways this is my preferred way to tell a story, as it leaves a lot of space for the player to insert their own interpretations. Of course, any additions made by the player will end up having more of a personal and intimate impact than anything some random writer could have turned into words. Suffice to say that this game has a lot to offer, but it might rely a little on how much you're willing to put into it.

The aesthetic is another seemingly "small" element, with seemingly simplified character models and style. Except that the big heads with no eyes or mouths quickly come to life with huge expressions and personality, thanks to excellent animation.

It's quite like seeing an excellent puppet show, where you know the characters in front of you aren't real, but they easily suck you into their world thanks to skilled hands pulling the strings. The same is true for Last Day Of June, as the animations manage to elicit far more than any of the character's models are offering. Clearly the hands pulling these digital strings have a whole lot of skill to offer.

The analogy can be taken further for Last Day Of June, as it often feels like there are invisible forces at work, pushing and pulling at the events of the day. By playing the same day repeatedly with each character, you get to know them quite well, and they each have their own story to tell. The game ends up being a fantastic little portrait of how a community of individuals might interact and share themselves with each other.

After all, everything you do in the game has some kind of effect on someone else, even if it's to have no influence at all. Indeed, you might end up choosing to take no action, which is a nice choice to offer players as it lends itself to the gentle nature of the narrative.

This is a caring story, and a quiet story. There's a lot to experience along the way, but it's hard not to get invested in each character's desires and dreams. Whether it's the lonely woman choosing whether to stay or go, or the obsessed hunter chasing his prize regardless of the consequence. There are layers to the tale, and each one is worth uncovering.

I'm a sucker for a good aesthetic, so there's no surprise that this beautiful painting with fine animation got its hooks in me. Except, it wouldn't quite be the same without the impeccable soundtrack by Steven Wilson.

As far as I understand it, the developer of the game used Wilson's music while making it, then asked the artist if the tracks could be included (to which he agreed). Happily this elevates the game as the entire soundtrack has that ethereal dream quality that can only come from a landscape of Steven Wilson's songs. Even if you don't know his music, or even if you're not a big fan, the soundtrack is excellent and holds up the game with wonderful depth and texture.

I'm happy to say that Last Day Of June has entered into my consciousness as a narrative game worthy of its contemporaries. I've ranted on about it before, but this is the kind of game that gets me excited about the potential of the medium. Sure this is an experience that probably couldn't be had in another medium, but it's a powerful and worthwhile endeavour in any case.

Sometimes I get a bit overwhelmed by the cynical cash-grabs of big developers and publishers. Then, when I play a little bit of excellence like Last Day Of June, I'm convinced that there's room for creativity and passion again.

These are the kind of games we need to support, as they're the ones that will let us grow within the medium. Let the big budgets have all the flashy special effects; there's plenty of heart in the independent realm to go around.

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