Release Date: 13/12/2017
Played On: Win
Available On: Win
Time Played: 2h 55m
Progress: Completed.
Developer: Robot House
Publisher: Hammerfall Publishing

I often try and think about trends in gaming and attempt to figure them out as they're happening. It's an impossible gamble that results in nothing more than a bit of a fun thought process, but I find it interesting either way. Spotting past trends is easy with hindsight; the real challenge is figuring them out as they happen.

Right now I feel like there's a trend of subversion in games that probably stems from Undertale's overwhelming success a few years ago. I never played Undertale, but I've seen the whole game online and it's easy to discern why everyone lost their minds over how clever it is. 

Remember when Minecraft shot to stardom and a year later it seemed like every game featured a "voxel" or something "procedural", as well as "crafting" and all that good stuff. It's so pervasive these days that I wonder if people remember how rare huge procedural generation was before old Minecraft made it a feature. Nowadays it's hard to avoid these awful systems, which are apparently really difficult to do well. 

Please, stop using procedural generation unless you can make it work properly.

Anyway, at this point in time I feel like there's a real trend in the small-game space, to try and subvert expectations somehow. It's like every second game is gunning for that moment when it can be all like "Ha-ha fooled you! Everything you thought was going on is actually NOT!". Part of me doesn't mind it, as I'm a fan of a good twist, or a plot that isn't as clear as it seems. Although the other part of me worries that if we reach saturation point where every other game has a twist, it will no longer be anything exciting.

Don't worry, there isn't a huge twist in Rumu, so I'm not going to spoil anything deep here, but it still fits in with this trend. Sure it's not as drastic as Doki Doki Literature Club, but I kind of like that it's not.

Instead, Rumu fits into the sphere of storytelling that could be called "mystery" or even "thriller" at times. The plot is pretty easy to follow and figure out as you go, but it's interesting enough and leaves plenty of questions unanswered to keep driving you forward.

The short version is that you are playing as a sentient AI in the form of a vacuum cleaner robot. Imagine if your automatic vacuum cleaner had an AI installed in it and that's basically the deal. You were created by a couple who are scientists and develop AI for a living. So much so that their entire house is inhabited by AI, including an overarching system called Sabrina. 

The only conversations you have in the game are with Sabrina, as she is your lord and master and tells you what to do each day. You wake up and explore the house looking for messes to tidy, or spills to clean. It's all very much in line with your existence as an automated vacuum cleaner, but you have a rudimentary personality to make everything a little more interesting.

During the game you can converse with Sabrina, or other appliances in the house, but your dialogue options are short and limited. Most of the time all you can say is that you love something, because you've been programmed with parameters that your creators may or may not be testing out on their appliances.

As time goes on, you manage to access more and more of the house where you live, and you learn more about your creators. All the while though, Sabrina is telling you about everything you can't see and what's going on outside of your world. Pretty soon, you get enough clues to realise that she may not be telling you the whole truth about everything you've learned and discovered.

I have to stop there before spoiling anything interesting, but as I said before there isn't really any big twist or revelation. Instead you play out the story until all the questions are answered and you know all the information about your existence and situation. It's a satisfying journey and I found myself interested in the story throughout the entire game, which is good because there isn't a whole lot else going on.

In a way this could be considered a narrative game, but I suppose there's a bit too much going on mechanically to seat it firmly alongside other narratives. At the same time though, the story is perhaps the strongest element of Rumu, and the reason I would recommend that you play it. Perhaps this is another great example of how video games are able to create narrative experiences in a way that's unique to the medium… and you know I love that.

The actual gameplay loop consists of waking up each day to be greeted by Sabrina. She gives you a rundown of anything relevant that’s been happening and usually directs you to a mess that needs cleaning up. For most of the game you're restricted to moving around in a couple of specific rooms, but there are times when you get to go off-script and explore for yourself. In fact this is essential to the gameplay as Sabrina quickly realises that you can't be controlled as tightly as she might like.

To get around the house and access places you perhaps aren't allowed to be, there are a few tools at your disposal. There are many data pads and computers to access around the house, which give you story elements as well as passcodes and clues for locks. If you find a door that needs a passcode or key, chances are that there's a computer or data pad somewhere that will give you a hint. 

Additionally, the house relies on an intricate power network that traffics electricity to all the rooms and devices you can find. This network is able to manipulated through a visual filter you can switch on and off at will, giving you the ability to reroute power and mess with the system. It's a surprisingly elegant system that's easy to understand and really makes you feel like you're getting away with something. The first time you manage to wind up somewhere that you have no reason to access, it feels like you've actually subverted the limitations of your world.

There really aren't any other mechanics to speak of, as you're often limited by the simple fact that you're a vacuum cleaner. Most of the game plays out as an exploratory exercise of interacting with everything available and discovering new paths to take.

To this end, Rumu reveals itself as an excellently paced narrative, as your freedom and exploration never feels forced. There's a nice balance going on between the excitement of finding something new, weighed against the knowledge that everything has been crafted to ensure you are exactly where you are. It shows an impressive level of design elegance to realise that all the signs are there, but the game is compelling enough that you forget how keenly you're being led around by your nose.

In fact I think that's one of the things I like most about Rumu; it's really easy to get lost in the game's world. I never really have a problem suspending my disbelief in order to be entertained, but it's harder for a game to suck me in, as there's usually always something jarring about interactivity. So for a game to make me forget that I'm actually driving it, even for a minute, is a pretty neat trick.

Maybe it helps that you can play through Rumu with nothing more than mouse clicks, and occasionally typing a passcode on your keyboard. I get the feeling that these minimal controls actually contribute to the immersive nature of the game. That and the fact that you're literally playing as a computer/AI, so using a computer interface doesn't seem all that strange.

Finally though, I have to admit that it was Rumu's presentation that really drew me into the game. The more I write about games, the more I realise how important this stuff is to me, but I have to be honest and say that the aesthetics are what ultimately sold me on the game. It's hard to sell a narrative game on its story, as it would require giving away the juicy parts to make it appealing, but visuals are always a sure fire tactic.

Rumu looks sparse and clean, which suits that AI world perfectly. In fact, the more you venture in the real world, the less futuristic and organised everything is, which compliments the narrative themes well. Real spaces are presented with an augmented palette and integrated interfaces that could be in the world, or just a projection of your AI's reality. It becomes even more questionable when you find areas of the house that are clearly not built for AI inhabitants, as they lack any augmentations at all. 

This aesthetic style only adds to the narrative, as it serves to build the world beyond anything words could describe. There are regular shifts between the real world and artificial interfaces, which throws everything into question. These striking differences and design choices help to really flesh out the mystery of the plot and an uneasy doubt that what you see may not be all it appears to be.

So Rumu might not try and hit you over the head with a twist like some other games, but it certainly keeps you guessing throughout the journey. I love a good story that explores the existential conundrums of artificial intelligence, and Rumu doesn't disappoint. It's an original and interesting take on the genre, with a unique take on how to pose its questions and subsequently answer them. 

Special mention has to made of the brilliant voice acting throughout the progresion of the game. Considering you spend most of your time listening to an AI speak to you, it's a genuine credit to the voice performances that they never get annoying or unwelcome.

I wonder if the developers ever had any trouble pitching a game where you play as an automated vacuum cleaner. I'd love to hear those conversations. Rumu is the kind of game that only an independent developer would make, but I'm so glad that these kind of games exist. 

This is one trend I can really get behind.
 

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