Release Date: 05/01/2017
Played On: Win
Available On: Mac / Win
Time Played: 21m
Progress: Completed
Developer: Party for Introverts
Publisher: Party for Introverts

Sometimes it's hard to remember that video games have the potential to make a statement and be an actual piece of art, especially when faced with the latest big blockbuster that fits the marketable template. Much like all art, the different and unique work is often relegated to niche corners of obscurity without ever being given the attention they deserve. However, for those of us who like to seek out what's hiding in the shadows, there are many rewarding experiences waiting.

Perhaps I've said it before, but access to small and risky projects is why I love the internet in general. It's thanks to the growing accessibility of digital distribution that audiences like myself are able to discover projects that would never have been marketed like their larger counterparts. This leaves the door open for a true do-it-yourself culture of artistic production and distribution, that opens the doors for anyone wanting in.

Of course, that also means that any old trash can find a place online, flooding storefronts like Steam with an often overwhelming amount of shovelware and just plain crap. I suppose that's the reality of opening up the system and casting a wider net, as you're always going to catch a lot of junk while you hope to snag something special.

Thankfully, sifting through the chaff doesn't have to always be a chore, and I would argue that sometimes it's the only way to truly find something new. Then again, who really wants to spend a whole afternoon searching for a diamond in the rough, when there are bigger, better, and more reliable games to play. In fact, this is why I like to write about tiny little games on this blog, which is by no means a source of exposure, but maybe someone will find something new and interesting to check out that may have otherwise been lost in the pile.

Thing-in-itself is such a game, as it's a small experimental little experience that attempts to convey how the relationship between objects and the names we give them, are fluid and subjective. You see what I mean? That's hardly a theme that a big budget game would aim to tackle, but this twenty-minute little project manages to do what it sets out to do, and then leave you be to get on with something else.

The whole game is set within the same bedroom at certain points in the protagonist's relationship. As you look around the room and interact with objects, their name is revealed in the environment, letting you know that your fish is called Henry, or that you spent all weekend eating pizza and leaving the boxes on the floor.

As time progresses, the relationship with your partner changes and begins influencing the world around you in subtle ways. The most noticeable of which is that the names associated with the same objects start to change, as if the specific time and circumstance you find yourself in, is having a direct effect on your otherwise inert surroundings. Suddenly your bed has become uncomfortable, you can't play anything good on the guitar anymore, and everything has been given some kind of qualifier that delegates it as an annoyance.

It's a simple concept, but I really enjoyed the way time passed and everything in the room changed. You can't help but feel the disappointment, sadness, and defeatist attitude of player-character, as you're literally surrounded by reminders throughout the room. There's an interesting discussion to be had about the fact that a mug has always been a mug, but it's value seems to change in accordance to how we're feeling on that day. I know if I have a bad day, everything can seem like its sitting in a polluted cloud that I have no interest in wading through. While on a great day, everything shines and sparkles, and the crappy songs on the radio suddenly have meaning. I'm not prone to mood swings or anything, but there's a certain amount of truth in that concept.

A game like Thing-in-itself is not one that ever needs to become a larger production, as I feel like there isn't a lot to say that hasn't been said in its current state. Sure it's experimental and a little rough around the edges in parts, but the concept has been realised well and I was genuinely moved by the short experience. This is precisely why I find it rewarding to put in the extra effort and take a chance on something small and unknown from time to time.

I realise I haven't spent a whole lot of time talking about the actual game in this post, but it's small enough that there's nothing more that needs to be said. If it sounds like the kind of jam you'd be interested, go check it out on itch.io and see what else is available. I plan to write about more of these small games in the future, because they deserve to be noticed and given even the slightest bit of attention.

Sadly though, I really can't think of a solution for evening out the balance between the crap and the good when it comes to accessible distribution of games. Even if a large storefront decided to curate for quality, whatever parameters they decide to define "quality" with will always exclude something that's potentially as deserving as anything else. Thus, as much as it's a pain to sift through the never-ending flow of small crappy games, just to get to the good stuff, I think it's worth a little bit of effort. After all, this is the only place you're going to find some truly original and risky ideas.

Comment