Tacoma

The Tacoma is no clear story. There are no potential hazards, chronological narrative, the situational choices and other aspects that make the animation of the pixel “full” game.

Tacoma does not tell the background and does not comment on what is happening; it does not send a player does not give him any indication – only lulls the silence and displays three-dimensional image.

Still, this is one of the most “real” representatives of the genre.

The game takes place in 2088: humanity has mastered most of the solar system, and now various corporations actively provide their services for the benefit of society.

One of them, Venturis Technologies, is testing prototypes of “orbital bungalow” – small space stations (Tacoma), intended to stay and relax, with full automation and the latest technology.

A couple of days ago at one of these stations failed that forced its inhabitants to leave six Tacoma-88 and subkontraktnika (Player), after a few days to gather all of the remaining data on the ship and return them Venturis Technologies.

Review of the Tacoma.  Game Review - Image 3
Review of the Tacoma.  Game Review - Image 4

From the first seconds of Tacoma defines “own” rhythm: it smoothly wedges character in the story, placing before him only one goal – to collect the damaged AI files and records of former crew members. What are these files, what is their value and whether they can view – the information on this subject is not given, but it was built on this core gameplay.

Yes, it’s all the same “walking simulator”; However, as paradoxical as it may sound, most of the game you will only stand to read and listen to. Long walks and beautiful scenery in the game is not provided.

The very concept of Tacoma based on more reality with the help of which the player, in real time, can view all the actions of the crew, listen to dialogues and rewind what is happening in any direction.

The space station is divided into six sections, each of which fills a certain member of the team: Evelyn (administrator), Clive (special instructions), Natalie (specials on networks), Bert (Mechanical Engineer) CAPEX (medic) and Andrew (botanist) .

Review of the Tacoma.  Game Review - Image 5
Tacoma Crew is represented in all cases of the Apocalypse; to six members is necessary: ​​a dark-skinned feminist wealthy Brit-art, lesbian Natalie (Australian) and Burt (American-bodybuilder), a Muslim and married homosexual CAPEX-Asian Andrew

Each respectively has his own room, private office and the department for which they are responsible. For example, Andrew is engaged in crop production, growing food when

Natalie modernizing local AI and flirts with Bertha. Despite the colorful staff, worried about “another tolerastov” or the like is not necessary: ​​do not force the game and does not focus on a similar note – all of the above is known only by your own curiosity.

Tacoma, like Gone Home, extremely scrupulous in terms of parts and their delivery – and that is what it stands out from the competition.

This is not a game-quest and emotional story – you just hang on a deserted station and eavesdrop for colored ghosts: meddle in their correspondence, their thoughts and life

Review of the Tacoma.  Game Review - Image 6
Review of the Tacoma.  Game Review - Image 7

Every room and every thing in the game is important and “owned” by only one member of the crew. And it’s not just about any noticeable evolved objects – even the books in Tacoma are no recurring covers and textures, not to mention alcohol brands and tea bags.

You literally get into the personal space of others to you people – and permeates so much so that they begin to empathize.

The reasons for this are many: someone is suffering from depression, and you see how color projection smokes cigarette after cigarette, drinking wine under the smoke abstract post-rock. The other character confesses portable AI, spilling their emotions and intimate.

However, there is a global problem, which affected all the inhabitants of six stations – a technical failure and 72 hours to evacuate without any communication with the outside world.