Thursday, January 28, 2016

The Uncomparable [WIP]

A man paces back and forth eagerly as he checks his phone. He looks to be in his mid-to-late thirties, possibly someone who works in the technology sector, maybe as a freelance programmer. However, one look at his room, walls cluttered with movie posters and a mini-fridge adjacent to his computer, would quickly show otherwise. He irritably twists his finger through his shaggy black hair, and sighs.
Where is he? He said he was on his way. He needs to hear this.
Andrew rechecks the file, making sure it’s still there, as though it might disappear as suddenly as it had appeared if not properly watched. He saved it to a cloud storage, then a physical storage, just in case the internet went out. He saved it in three different formats, so that any audio program could read and play at least one version of it. He resisted listening to it again, to avoid missing any text message in response from the only possible person he knew that might understand why this particular audio file was so interesting. He had tried to find a better description for the file beyond the unhelpful, bland platitudes that he had bombarded against Jacob, but nothing really fit beyond: weird, interesting, amazing, unique, and other essentially useless descriptions as far as trying to explain what it was, or more importantly-- what it sounded like.
Then, suddenly, a knock at the door.
Baring his usual dopey grin, Andrew heads to the door.
Finally!


Andrew swung open the door, and eagerly brought his friend inside.
“Here! Just sit down, I already have it set up.”
Jacob looked equal parts confused and worried.
“Okay, okay! I’m going man!”
Jacob walked over and sat down at the paper and snack bag cluttered desk. He knew exactly what kind of behavior this was. This was Andrew’s “conspiracy theorist” mode. Frankly, the term “conspiracy”, gave a lot more credit to Andrew’s average “theory” than most would say they deserved, Jacob included. Jacob was the only real friend that Andrew had, and Jacob knew that without him, Andrew would likely just obsess and spiral. However, he couldn’t say that at the end of the day the path the Andrew usually led him down wasn’t, at the very least, pretty weird and at least vaguely interesting. So when he told Jacob that this was: “Absolutely the craziest thing I’ve ever found.” That the file was “Seriously, absolutely amazing! Just... weird!” He couldn’t exactly turn down another opportunity to head down the rabbit hole that was Andrew’s obsession with his “audio enigmas.”
Yes, “enigmas”, as Andrew called them. These sounds were recordings he made using a device he had built himself. It would’ve been impressive if it wasn’t such a waste of his intelligence and talent. He usually ended up with various garbled electronic feedback and noise that sounded, as far as Jacob was concerned, like sounds you’d hear on a spaceship in a low budget sci-fi movie. The actually interesting part, at least as far as Jacob was concerned, was that Andrew was usually able to figure where the sound of coming from, whether it was feedback from a local radio station’s signal, or the white-noise from a factory, and track it down. He was even able to duplicate the sound once he had found the source, “solving the mystery” as it were. It was a strange hobby, and arguably pointless, but at the very least it kept Andrew satisfied.
Jacob put on the headphones, hoping the sound would live up to the endless hype that Andrew had built. He hovered the mouse pointer over the play button, and looked back at Andrew, who just nodded vigorously, and hit play.
...
Jacob didn’t know what to think at first. Was the sound weird? Yes, but most of the sounds Andrew found were, at the very least, that. Was the sound interesting? Well... not really, but can a sound really be interesting without any context? However, was the sound unique? Absolutely. In fact, just as Andrew had struggled, Jacob now found himself equally unable to find any terms to apply to the sound. It was like smelling a kind of spice or herb that you’ve never come across, you can’t really describe it without knowing it. Finally, Andrew broke the silence.
“Well? That’s some weird shit, right?”
Jacob just nodded as he played the file again. He raised one earphone and turned towards Andrew.
“Drew... What the hell is it?”
Andrew shrugged, beaming.
“I got no fucking clue man!”, Andrew laughed in booming exuberance,
“Isn’t it great?”
Jacob laughed, although closer to a meek chuckle than a real laugh.
“Only you would think not  knowing is great.”
Andrew turned to a pile of papers stacked on top of a closed laptop.
“Seriously Jake, I have no idea where this came from-- let alone what it is.”
Jacob furrowed his brow,
“What? How can you not know where it came from? Where was it pointed?”
Andrew shook his head without looking up from the papers,
“It wasn’t pointed at anything. I always leave it pointed in the same position when I’m not specifically trying to look for anything. I mean, I have it set up to record it it picks something up, but for the last year it was always nothing. It was only yesterday that I checked it, and saw that it had picked something up. I aimed it there all day today, and it still hasn’t picked up anything else.”
Jacob smirked,
“Well, you have your first real mystery on your hands don’t you Agent Mulder?”
Andrew rolled his eyes,
“Well, Scully, I’ll just have to rope you into this, won’t I?”
Jacob chuckled, putting down the headphones, and sitting backwards in the chair,
“So, where do we start?”
Andrew took on a sudden look of seriousness, as he thumbed through the various papers in his hands, before finally taking out two and handing them to Jacob.
“We start here, which is the only real lead I have.”
The first was a Google Maps printout, leading to a location that seemed to be in the middle of an empty area of undeveloped land. The second was a Google Streetview, that showed that it was in fact some kind of empty warehouse or factory, that seemed old, but not excessively dilapidated.
Jacob’s eyebrows rose,
“What is it?”
Andrew shook his head as he took the pages back,
“No idea, could find any information on it, not even what it’s mailing address was-- let alone anything about what it was at any point of operation-- if it ever was in operation.”
“So,” Jacob said, “when do we go?”
Andrew grinned, and hoisted a pair of backpacks.
“Tonight.”


Jacob put the bags in the trunk of his car, as Andrew fumbled with the car’s stereo, which he was in the process of hooking up to his phone. Jacob chuckled quietly, thinking about how little his friend had changed over the time he had known him. He wondered if he would still be doing this sort of thing ten years from now. Part of him hoped that eventually he’d grow out of this nearly juvenile fascination with all this pursuit of these non-mysteries. Although, for now, he was fairly amused by the ordeals that Andrew dragged him through.
Getting into the car, Jacob noticed Andrew’s look of frustration as he fiddled with his phone.
“What’s up man? No reception? We don’t need GPS or anything, I got the directions right here,” Jacob said, as he patted the print-out that Andrew had prepared for them earlier.
Andrew shook his head,
“Nah, it’s the sound man. I can’t get it to play on your stereo. I listened to it on my phone before we left, so it’s not the file.”
Jacob shrugged, starting the car.
“Whatever, we’ve both just heard it. It’s not like we’ll forget already.”
Andrew nodded, tucking his phone into his shirt pocket.
“Yeah, I guess you’re right.”
Immediately, Andrew went from dejected to ecstatic.
“Okay, let’s head out!”
...
As they climbed out of the car, they stood for a moment in stunned silence. It was clear that the pictures they had seen online were outdated. Very outdated. The slightly dilapidated warehouse they had seen online was, in reality, a wilting mass of rusted sheet metal and peeling paint.  
“Wow,” was all Jacob could manage after a moment.
Andrew was a slightly more optimistic, as he turned to Jacob and smiled.
“Good thing I packed us those asbestos-graded masks, right?”
Jacob was more of a realist.
“Drew, man, I don’t know-- This place looks like it could come crashing down on our heads, you know?”
“Oh whatever, it’s fine.” Andrew scoffed. “The worst thing we have to worry about is stepping on a rusty nail or something, don’t be overdramatic.”
Jacob sighed, and resigned himself to the fact that Andrew wasn’t one to be deterred from a place like this.


As they entered the building, they found that the interior was in better condition than the outside would have led one to believe.
“So,” Jacob started, “do you really think it could’ve come from in here? I mean, usually the places are, I don’t know, occupied, right? I mean, they at least have people still there. How could it be coming from a place like this? I thought it was just in bad condition when we looked online, but it’s pretty clear nobody’s been here for years.”
Andrew thoughtfully tugged at his patchy beard.
“Well... The only thing I can think of, is if something is still tied into the power system, which in turn is still hooked up to the power grid. Although, I have trouble believing they would ignore it for this long. But, hey, anything’s possible right?”
Jacob returned a nonplused nod in response, “I suppose.”
Andrew patted him on the back,
“Hey, this is the only place it could’ve come from. I mean, you saw the drive up here-- there’s literally nothing arounds for miles. If the sound isn’t from here, then it’s just a bug, or a mistake in the program. It would be the first bug I’ve had with the program since I’ve started using it, but, like I said-- anything is possible. This is just the more interesting possibility.”
Jacob smiled,
“Well, at least you’re being a little more realistic.”
Andrew laughed,
“Exactly! Now, let’s figure what this place was. My bet is on some kind of storage facility for cryogenics, which was abandoned once the fad died out in the early 2000s.”
Jacob just rolled his eyes in response.
...
Andrew had immediately gone for the remnants of what looked to be a corner office, while Jacob had decided to check the door in the back, looking for anything that might clue them into the direction of a generator or power supply.
Inside, Jacob found various empty shelves in various degree of collapse, along with a single large circuit breaker in the corner of the room. Jacob sighed. It was clear that this place didn’t have any kind of generator or major machinery. He opened the circuit breaker and flipped the various switches to no avail. It was obvious that the place was as dead as it looked. Jacob decided to head back to Andrew, hoping that he’d found something to make this expedition at least worth the gas he’d spent to get them there.
He found Andrew sitting in a rusted metal folding chair, which he couldn’t believe he actually sat in without winding up sprawled out on the floor like a comedic caricature. Andrew was looking over a toppled file cabinet, searching through a clearly empty drawer.
“Hey, so, did you find anything?” Jacob asked.
Andrew sighed, shaking his head.
“Nah, this place has been out of commision forever by the looks of it. I’m thinking that the whole ‘this is just an empty warehouse, and the sound is just some glitch,’ idea is becoming ever more likely.”
Jacob nodded, and sat on the floor.
“Yeah, there’s just the one circuit breaker, so this place isn’t exactly a powerhouse, you know?”
Andrew chuckled, this time without the usual enthusiasm.
“Sorry I got you so worked up, I was sure this would be worth checking out. It’s not even old enough to be interesting in a kind of ‘urban exploration’ kind of way. It’s literally just a glorified abandoned empty garage. Really wasted your time...”
Jacob shrugged, smiling.
“Hey, can’t know without checking, right? Let’s give the outside at least a once over before we head out. Maybe there’s at least, I don’t know, some separate utility closet or something. They had one at that place we went to last month, right?”
Andrew nodded as he stood up.
“Sure, might as well.”
...
They had found something. The two of them differed on what exactly it was, but it was definitely something.
“Come on man, it’s just like you said! It’s like a separate utility area, or whatever! It’s a pretty simple explanation Jake, don’t bail on me now.” Andrew pleaded.
The “it” in question, was a small set of doors set into the ground. And, as far as Jacob was concerned, it looked more like a cellar than anything that even resembled a utility closet.
“I still don’t know man. It just doesn’t sit right, you know? I mean I was talking about like a shed attached to the building itself. Not like a fucking medieval wine cellar like fifty feet away from the warehouse. I don’t even think it’s a part of it, it seems like it’s something left over from whatever was here before the warehouse, whenever that was...”
Andrew groaned in frustration.
“Oh for Christ’s sake-- now who’s the one with the active imagination man? It’s not some serial killer’s secret storage space, or some middle-of-nowhere homeless squat spot! It’s just like, a place for the generator. They probably just had to keep away from the warehouse for like, zoning reasons or some shit-- it doesn’t matter!”
Jacob shook his head,
“No man, that doesn’t make sense. I mean that’s like way too far. I don’t care what zoning fines you’d get, it wouldn’t be cheaper to have your electrics this far away from the building.”
Andrew grabbed Jacob by the shoulders.
“Dude! That’s just one explanation, there’s probably a millions reasons why they’d do this, the point is that it’s here, we found it, and it’s probably where we need to go to find our sound, right?”
Jacob let out an exasperated sigh. It was clear that Andrew wasn’t going to let this go that easily. Even if it meant having to run screaming from a giant rat or some territorial, knife-wielding vagrant-- there was nothing that was going to stop him from dragging him down into this-- whatever it was.
“Okay! Okay... Let’s go down there. But! If see anything in there that seems like people are living down there-- I am done. You hear me? The last thing I need is to get shanked by some junkie for walking into his drug den-- alright?”
Andrew laughed, and clapped his hands together.
“Yes! Yeah man, for sure. I promise, first sign of sketch-- and we are gone. Deal?”
Jacob hesitantly smiled.
“Deal.”
...
Jacob felt ridiculous wearing the respirator mask, but Andrew insisted they wear them. Judging from the giggy look Jacob could see behind Andrew’s mask, it was mostly for Andrew’s own personal enjoyment (and making the descent feel more movie-like) than it was for their own safety. They had decided knocking would be the safest first step. Andrew had insisted that Jacob be the one who knocked, since he was the one paranoid about anyone being inside the “clearly abandoned” structure. Although Jacob was fairly certain it was so Andrew would be farther away in case someone came bursting out of the doors.
Jacob knocked. The sound reverberated for a few moments.
“Nothing.” Jacob said, visibly relieved.
“See? I told you there was nothing to worry about.” Andrew returned smugly.
Jacob rolled his eyes, “Yeah, but did you hear that echo? It sounds like the things pretty spacious. I’m still saying that it’s not any kind of utility space. At this point, I’d bet on some kind of secondary storage area.”
Andrew shrugged, “I don’t really care what it is, all I care about is finding the source of that sound.”
Jacob sighed, “Yeah, yeah, I know. It’s all about solving the ‘mystery.’ Let’s just get this over with.”  
Laughing, Andrew handed Jacob a flashlight. “Hey, you didn’t have to come, you know?”
Jacob couldn’t help but smile. They both knew there wasn’t a scenario in which Jacob would tell Andrew “no” to another aimless meander into the unknown. It just wasn’t in his character.
...
Andrew was the first to descend the stairs, his flashlight pouring light into the utter darkness.

[to be continued]

Fallout 3 vs. Fallout: New Vega [Pre-Fallout 4 Comparison]



[Written Oct. 21st 2015]

I thought with the release of Fallout 4 just around the corner, now would be a good time to talk about the differences between Fallout 3 and New Vegas. The Bethesda Game Studios RPGs are easily my favorite games, and it goes without saying that I’m immensely excited for Fallout 4-- however, I think it’s important to note the differences between Bethesda Game Studios’ release and Obsidian’s release-- and why I hope Fallout 4 reminds more of New Vegas, and less of Fallout 3-- but, not in every regard. This isn’t to say that Fallout 3 isn’t an amazing game, or that Bethesda didn’t do a fantastic job at capturing the atmosphere and feel of the Fallout universe. However, the changes and additions made to the game with the release of New Vegas, turn an amazing game, into one of the best RPGs ever made. First, let’s talk mechanics.
Fallout 3 had a wide set of interesting quirks to it’s concept of a first-person shooter RPG, and the most easily noticed-- is the lack of iron sights. When New Vegas was released the first thing I noticed was that the guns had actual iron sights, and that weapons were even changed slightly visually to accommodate the sights as a physical property of the weapon. This made the gunplay immeasurably more fun, and made it so non-VATS combat was more viable and reliable. This also meant that you could finally snipe without a sniper rifle, adding another layer of combat choice.
Another element that stuck out (and still does in Skyrim) is the nearly unbearable companion management system, which is done through dialogue with the character. This system was clunky and annoying to say the least. New Vegas added the “companion wheel,” which put every single task or combat preference into a single radial menu that turned companions into an easy to use, and easy to manage part of the game. This is a mechanic that I hope more than any other makes it into Fallout 4, and that commands aren’t still tied to dialogue menus.
The idea of weapons mods is already clearly show in the showcases of Fallout 4’s new crafting system, which pleases me to no end. The weapons of Fallout have always been my favorite part of the game, and the addition of unique looking “unique” weapons, along with weapon mods made New Vegas an instant classic in my eyes. However, I was disappointed with the weapon crafting of New Vegas. In Fallout 3, the player-made weapons are all unique ramshackle assemblies with memorable design, and unique purpose: The Dart Gun made dealing with Deathclaws a lot easier by crippling enemy legs, The Railway Rifle could pin limbs to walls (and played a delightful train whistle with each shot) and the Rock-It Launcher (which we can see return as the ‘Junk Jet’ in Fallout 4’s previews) turned junk into ammo. In New Vegas, the only custom weapon you make, aside from the explosives (most of which were added later in DLC with the Mad-Bomber perk) are the low-damage and pointless “dog-tag fists,” (of which there is a better version that you can just find) which no player would ever reasonably use. Not to mention that all the custom weapons from the previous game are now not able to be made. The lack of Dart Gun, Railway Rifle, and Rock-It Launcher, were very noticeable missing items. This isn’t to say that New Vegas had a poor crafting system however, since it did add the ability to construct ammo, armor, health items, and more. This feature turned the weapon crafting table into a more general crafting system, but the lack of custom ramshackle weapons took a very distinct post-apocalyptic element out of the game.
Next, we’ll talk about the worlds of the Fallout games: The Capital Wasteland and The Mojave Wasteland. The Capital Wasteland had an amazing feeling and look to it that gave an authentic atmosphere of desolation and decay. The Mojave had that feel too, but it feels much more subdued and down-played by having most of the environment being the desert-- which remained fairly unchanged by nuclear bombardment. I loved the depth of the environments of New Vegas, and the effort put into world-building and realistic town setups with clear sources of food and water. However, I still prefer the dark cramped offices and massive subway tunnels of Fallout 3. In New Vegas, with the focus put into the outside environments and the Vegas strip itself, you nearly forget about the desolate environment you’re occupying. You still have those moments of finding someone’s skeletal remains still posed into their last moments, and seeing what their lives were before the Great War. Yet this doesn't happen nearly as often or as distinctly in New Vegas as it does in Fallout 3.
The characters and story of New Vegas tend to win handly over those of Fallout 3 in my eyes. New Vegas had a fantastic faction system, with there being no real “good guys,” or “bad guys.” You just had different people who each saw the answer to rebuilding humanity differently. In Fallout 3, you had your Dad and his team (obviously the good guys,) and Colonel Autumn and the Enclave (obviously the bad guys.) There’s just such a distinct line in Fallout 3, that it becomes impossible to have a unique outlook or take sides for different reasons. In the end, as far as the main story goes, you’re either a good guy or a bad guy, and that’s all there is to it. In New Vegas, you can actually be good, neutral, or evil-- all while supporting any side you choose. Yes, you can support Caesar and his slaves as a “good” person, and support the NCR as an “evil” character. The game actually puts you into the politics of the world and lets you decide whose side to fight on.
One of the most important elements of the story of New Vegas, is that your character,  The Courier (or Courier 6) is an actual character in the story, with your own backstory and past. It actually makes the DLC of New Vegas worth playing, since you discover elements of your past throughout them, finally culminating in the final DLC Lonesome Road. The fact that your character isn’t like the Lone Wanderer of Fallout 3, just some face-less nameless, nobody-- makes the game feel a lot more personal and real. The character of Courier 6, and his background with Ulysses, turn him from the all-too-typical RPG protagonist with no background or real history, makes them a real part of the world you’re occupying. It seems like they're already taking that approach with Fallout 4, the fact of even giving your character an actual voice immediately points towards that.
The side-missions of Fallout 3 were a lot smaller in number than New Vegas, but they made up for that by all having a much heavier importance in the story of the game and being much longer overall. In Fallout 3, you have the druid cultists worshipping a “living tree,” and the group of “vampires,” that terrorize a small outpost. These missions were great to find, and made made exploration very rewarding. In New Vegas, the side-mission are often the typical “go here,” and “talk to this person,” kind of mission where you’re delivering mcguffins to other characters that give you other mcguffins. Many of them feel like filler content, instead of actual meaningful missions.
The exploration aspect of the two games is also very different. In New Vegas, the exploration is often more rewarding materially, letting you find unique weapons and armor, but lacking in the randomly generated encounters out in the wasteland, so Fallout 3 is more rewarding in that regard. Not only are there more story or world based elements to find in the wasteland, but there’s also a system of random events that can occur every time you venture out into the wastes. New Vegas has encounters like this, but they’re all tied to certain areas, so you’ll always encounter them in the same place-- taking away some element of replayability.
In Fallout 3, the Fatman is the keystone of unique weapon design and ammo management. You find this “ultimate” weapon, but it has limited ammo-- so you know only to use it when you really need it. The same goes with the Lincoln Repeater, it has great power, but uses .44 magnum rounds, which are hard to find. So, you know that when you find mini-nukes and .44 magnum rounds, you found some real treasure. In New Vegas however, ammo has no limit, the seller restock every few days and carry hundreds of round of ammo for every weapon (including mini-nukes with the DLC.) This immediately takes away the scrounging element from the game, every bullet doesn’t count if you can just buy more. This would be less of a problem if caps were hard to come by-- but they aren’t. Even the bobbleheads (which are great to see return in FO4) are replaced with snowglobes, and their only purpose? Money. That’s it. No stats boosts or real noticeable reward-- just money. This is definitely a point for Fallout 3.
This is the defining difference between the two games. Fallout 3 is about scavenging and searching for weapons and ammo, where-as New Vegas was just about keeping stuff to sell later. Why keep a gun you find in a desk somewhere, when you can just buy one in perfect condition? The only reason you scavenge in New Vegas is the same reason you do it in any game like it-- to simply get more stuff you’ll sell later. You don’t need to do it, but you might as well anyways. Fallout 3 made that element a part of the atmosphere itself. You can’t buy a perfect condition weapon-- it’s the apocalypse, there simply aren’t any. So, you take what you can get, even if it’s just a few bullets and a gun two shots away from breaking.
Finally, let’s talk about weapons again. In Fallout 3, there are very few visually or mechanically distinct weapons (aside from custom-made weapons as I previously mentioned.) There’s the MIRV (which is just an insane overkill fatman) there’s Lincoln's Repeater, and there’s the Alien Blaster (which is made non-unique by the Mothership Zeta DLC.) Besides that, all the other “unique weapons” are just the same model as a regular weapon, but dealing higher damage. In New Vegas, nearly every single weapon has an actually unique counterpart, which are often not only distinct visually, but mechanically. Some of my favorites include: the Abilene Kid Limited Edition BB gun, which turns BBs into a viable ammo by dealing critical hits that do sniper rifle level damage and being naturally silenced-- making it a great early stealth weapon, That Gun, which turns 5.56mm assault rifle bullets into rounds for a unique Blade Runner inspired revolver,  the Bozar, a fully automatic sniper rifle, and (my favorite) the Holy Frag Grenade, a-la Monty Python’s Holy Grail, which is a Wild Wasteland exclusive easter-egg weapon that packs the punch of a mini-nuke into a grenade. By making the unique weapons actually feel and look unique, it helps add good feel to that extra power, and reward the player for finding it with more than just higher damage output.
Overall, Fallout 3 and New Vegas stand as not only some of the greatest RPGs ever made, but serves as one of the best post-apocalypse universes out there. Fallout 3 may be smaller in both story and scope, but it created the world (and engine) that New Vegas occupies. New Vegas may be mechanically superior to Fallout 3, but it doesn’t have the same degree of atmosphere to its world that Fallout 3 has. Obviously, New Vegas is easily considered the “better” game, but this isn’t just about mechanics and story-- it’s about the world of Fallout. I hope Bethesda learns from New Vegas’ improvements to gameplay, mechanics, and character building. But, I hope they stick to their guns when it comes to the feeling of being in a world ravaged by nuclear armageddon, where everyone has to scrounge and steal every last scrap to survive.

Cart Life: Another Day, Another Dollar [Game Review]


Cart Life is a simulator game developed by Richard Hofmeier, with a focus on narrative, offering a commentary on lower to middle class american society. This is done through three characters that you choose from: Vinny: a twenty-something who operates a bagel cart, Andrus: an elderly Ukrainian man who buys a newspaper stand, and Melanie: who sells coffee. Cart Life seeks to emulate not only the mind-numbing repetition that comes from running a “cart,” but more-so the soul-crushing monotony that comes from trying to make a living in middle America, and even the dreary nature of daily life as a whole.
I found myself thinking of ‘Papers, Please’ a number of times as I played Cart Life, finding it’s structure and tone fairly similar. Both games focus on the tough decisions people have to make to survive-- and although you could argue the stakes are slightly higher in ‘Papers, Please,’ they feel just as high in Cart Life.
The story is fantastic structured, with each character having not only a totally unique background and goals, but also carrying a different outlook on life and how best to live it. The small elements you find in their commentary and dialogue really bring life to their plight. Especially the fact that they all have their various vices, such as Vinny’s dependency on coffee and Andrus’ on cigarettes. All the characters feel like different people not only in their depictions and dialogue but in the moments like going to bed and getting hungry or tired.
One aspect that really surprised me was the dream sequences, which help you get a better feeling for what’s going on in your character's mind. Vinny’s dreams weren’t as revealing for the time I played, but Andrus’ revealed the depth and complexity of his life, and made me attach to his struggle to find meaning in a life where the only person who depends on him is his elderly cat: Mr. Glembovski.
It’s the little things in Cart Life that impressed me the most, such as going to the courthouse to get a permit, and talking with a cop, who told me that the book he was reading was “incredibly unrealistic.” Before he left he gave me that book-- the book happening to be George Orwell’s ‘1984.’ The subtle (or sometimes not-so-subtle) commentary found in these mundane events helps make the world you explore feel bigger than it is, and makes interactions incredibly worthwhile.   
The art design is perfect for the tone and style of the game, with the slightly more realistic and dreary art during the sleep sections being very fitting for the breakdown of your finances, as you stress over what the next day will entail. The music is good, and fits the style of the game perfectly-- but lacks an overall structure or mood and is occasionally unfitting to the gameplay or tone of the moment-- which makes sense when you see that it’s all done by various artists.
Now, even though I have praised nearly every element of the game’s story, characters, and style-- that isn’t to say it’s perfect, or that it automatically gets a recommendation. Cart Life has problems, and they’re the worst kind of problems for a story-driven game to have.
Cart Life isn’t supposed to be fun, because life isn’t really supposed to be fun (as the game makes clear fairly quickly.) However, as a game it still needs to be engaging. This is where I feel Cart Life drops the ball. All the cart operations are done through two mini-games: typing and basic math. I was hoping that when I stopped playing as Vinny, that Andrus would play differently, seeing as so much else about him is different. But, I was disappointed that it was more of the same as far as the mini-games went: typing, math, typing, math, typing, math. I would be okay with a monotonous kind of gameplay, but I wanted something to change between characters, and I thought I would be getting loaded with new tasks that carried new mini-games.
I feel in that sense ‘Papers, Please’ is the quicker recommendation, since every couple of days you’re given a new constraint on what you have to do, which increases the difficulty and challenges your skill. Cart Life needed something akin to that, where different items have different tasks assigned to them-- not having selling a bagel being the same as selling a can of soda. I thought that at least the new styles of bagel would have that-- but they didn’t. That’s what made me stop playing eventually, I was just getting bored (which you could argue was the point,) of doing the same thing over and over again.
The game has an intense learning curve, and it doesn’t hold your hand-- nearly to a fault. I had to restart nearly five times as Vinny, just because I was trying to figure out how to play, and what I could do in the overworld. The amount of money I was making was so minuscule, that I couldn’t dream of having enough extra to upgrade my cart to any reasonable degree.
I also felt that the time scaling was a bit intense, as time keeps moving whether you’re talking, buying, or even in a menu. This led to me wasting an entire day reading item descriptions in the grocery store and having to re-load. Even if you’re fairly quick, it can still take up to two hours out of your day to shop or talk to someone. I felt that if it just took a certain amount (fifteen minutes for talking, half-an-hour for shopping,) it would’ve been easier to not waste time during these essential gameplay moments. I also found myself wishing I could fast-forward time (as we all do) as I sat in my cart/stand waiting for the next influx of customers.
Another problem is that the game is full of bugs, with most of them being very annoying, and some even game-locking or crash inducing. I was playing as Vinny and having a great day, when a dialogue locked up, and I couldn’t exit it-- forcing me to restart the day and lose all my progress. I also encountered quite a few bugs in the mini-games where it wouldn’t load the customer’s payment, eventually leading them to get “impatient,” and leave.
Again, I want to emphasize that I love Cart Life-- I think the story is one of the best I’ve seen in this format, and the protagonists are incredibly deep (especially since there’s three of them.) I love the style and tone of the game, and I feel it perfectly gets across what it wants to say. I think that the fact that this game is free is even more remarkable.
I just couldn’t handle playing it for more than a couple hours at a time, it just drained me. That’s what’s so frustrating about Cart Life, you want to enjoy this incredibly deep world and characters, learn about what makes the town tick and what keeps the characters going in life. And yet, there’s a lot that tries to drive you away for exploring. I can see myself picking up the game again, and taking the time to eventually reach the end of Cart Life, but I can’t imagine doing it as all three characters-- it’s just too much.
I would warn those who try the game that this isn’t a passive game. You can’t just play it, and expect a casual story experience. Every moment of time requires purpose, which makes the game a draining experience. The repetition of typing and basic math is tiring and dull. Yet, in many ways that’s the point of Cart Life-- that life is often draining and monotonous. I just wish it could drive that point in a more engaging way.
However, despite all my gripes about it-- I can easily recommend that people play Cart Life. You’ll find some of the best story, characters, and world-building that I’ve seen in an indie game for quite some time.

Cart Life is avaible for free (yes, totally free) at: http://www.richardhofmeier.com/cartlife/