Tacoma doesn't require your input, only your patience. Set a few
thousand miles above the Moon's surface in the late 21st century, it
casts you as Amy Ferrier, a network technician contracted to recover an
advanced AI, ODIN, from an abandoned space station. The setup recalls
any number of sci-fi horror yarns, from Alien to Arkane's recent Prey,
but there are no failing ship systems or abyssal monsters to wrestle
with in Tacoma - indeed, no animate entities at all, save for the trash
disposal drone that buzzes around the facility's zero-gravity core.
Rather, Amy's task boils down to reaching a handful of access points
found at junctions throughout the station, plugging in her pleasingly
scruffy fold-out terminal and waiting for portions of ODIN's enormous
brain to download. I haven't gone back to check, but I suspect you can
complete the whole game - an evening's play, at most - without doing
anything other than watching percentage points accrue.
In practice, of course, you'll probably mooch through the rooms
nearby, studying objects like scrunched-up food wrappers and touchscreen
worktables for hints about the events that led to the station's
evacuation. You'll also stumble on recordings of crew activities that
can be played back as holographic projections - key moments from the
days before the crisis, preserved like flies in amber. Then, having
exhausted the area's ambient narrative possibilities, you'll wander back
to the intersection, collect your terminal and set off for the next
area. It's a subtle transformation of your role in The Fullbright
Company's 2013 debut Gone Home, though the experience is otherwise very
similar. Gone Home was about filling in the picture after a year's
absence, tracing the unfolding of a family crisis in the interplay of
objects and artefacts. Tacoma offers up its fair share of mildly
diverting detective work, but on some level it's just about filling
time.
All of which makes it a very apt platform for a story about the
growing superfluity of human labour in the age of computers and
robotics. As with much of the best sci-fi, Tacoma is at heart a response
to something very contemporary, the erosion of lives and livelihoods by
mass automation and the corporatisation of society. It presents a
neoliberal dystopia among the stars that is, you sense, but a couple of
"disruptive innovations" removed from the present, in which AIs take
care of exciting, high-level tasks like scanning for meteorites while
their human handlers organise themed bar nights, play video games and
churn out dreary monthly reports. The game's eight characters are all,
in various ways, struggling for some kind of dignity or purpose within a
system that views their aspirations as an inconvenience. It's a
struggle writ small in every piece of bric-a-brac you'll pick at, from
ODIN's leaden e-missives on how to make paper party decorations to the
picture of the CEO vengefully stapled to the recreation area dartboard.
The sheer loneliness of all this is encapsulated by the station's
marvellous anti-gravity hub section - a tunnel of individually rotating
segments with the distant Earth visible through a window at the far end,
as though caught in the wistful gaze of an enormous telescope. There's a
360 degree basketball court halfway along it, complete with a scoring
klaxon; at one point I managed to scare myself to death by leaving the
ball to float through a hoop behind my back. Reached by elevators that
unlock as the story unfolds, the surrounding segments are a lot less
imposing, a jumble of medical labs, hydroponic gardens and offices,
explored on foot and straightforward enough to render a map screen
unnecessary. This may disappoint, after the grandeur of the station's
hub, but it's entirely in keeping with the theme.
Where games like Dead Space portray the colonisation of space as
the peak of architectural hubris, Tacoma sets out simply to imagine how
individuals might carve out private lives for themselves in orbit. Its
chief flourishes aren't glistening canyons of solar panels or
cathedral-sized hangar bays, but scrambling attempts to make an
extraordinary environment feel ordinary, homely, personal: a prayer mat
rolled out facing Earthwards, or a curtain fixed up across the entrance
to somebody's bedroom, or a heap of beer cans in a maintenance shaft.
There is, of course, a complex prehistory to glean from the odds and
ends you'll sift through - one of the game's niftiest devices is a
magazine crossword puzzle that doubles as a primer on the Earth's
development since 2017 - but it's never the focus. This is a tale of
sci-fi survival that, much like the original Alien, is content to play
out in a backwater, offering only fleeting glimpses of the universe
beyond.
As tales of survival go it's perhaps a little too short and sweet -
if you have any familiarity with stories about AI in games generally,
you'll probably suss out the gist within the opening half-hour. It's
lifted, however, by the game's alternate reality flashback mechanic. At
first this feels like a tired-out gimmick - we've seen "ghost" memory
sequences before in games as divergent as Tom Clancy's The Division and
Resident Evil - and you could argue that it steals away oxygen from the
nuance of the environment design. But the cutscenes themselves are
engagingly acted and voiced, and there's a winning artfulness to how
characters drift together and apart during these sequences.
Following one conversation to its conclusion, then rewinding to
chase down another character's reaction to a key event, adds layers of
intrigue to what is otherwise a fairly threadbare plot. There's a modest
puzzle element, moreover, in the opportunity to retrieve and view
another character's AR data at certain points in each flashback, for a
bit of additional context - you'll catch instant message threads and
emails that, for example, give away the anxiety simmering beneath the
surface of somebody's businesslike demeanour. The decision to represent
the cast during flashbacks as hazy, coloured outlines tied together by
wireframes is another smart touch. Though presumably necessary to avoid
the expense and difficulty of actual facial animations, it also lets you
fill in the blanks based on the writing - and the writing is sharp,
channelling a range of voices, backgrounds and degrees of articulacy
with grace and wit.
Tacoma is unlikely to win over those who reviled Fullbright's first
game, and by virtue of the workaday premise, it lacks the thrill and
splendour of certain other recent sci-fi efforts set in artificially
enclosed environments. Frictional's incredible Soma, especially,
investigates a few of the same fundamental concepts at greater length
and with greater power. But this is, nonetheless, a vivid revisiting of
Gone Home's core conceit - a game far distant in time and space that
kindles much the same mixture of intimacy, sadness and hope.
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