Tacoma - Toto, I've a Feeling We're Not in Washington Anymore


Tacoma

About two weeks ago I was lamenting how few space games actually allow for zero-g movement, usually they are set in locations that while technically in space, have some sort of artificial gravity. Then along comes Tacoma and what do you know, it's got some sweet zero-g movement. Nice!


Tacoma is a (quote unquote) walking-simulator story game by Fullbright, the studio behind the somewhat polarizing Gone Home (in my library but have not played yet - shame on me). I dislike the term walking-simulator, not because it's wrong - lets face it you walk around a lot in most first person games, but because it's not really what you spend most of your time doing. Tacoma is a "pick things up look at them and-put them back simulator". 

I don't mean that in a bad way either, the level of detail that goes into every object and the environments of Tacoma is ridiculous. Each item you can pick up is made to look and seem as real (in the game world) as possible. And it's not for nothing, these items make up the world, give you details and flesh out the time and place you are in. They add gravitas, humor and more. Yes you can blow through Tacoma without picking up a single object, but why? Stop look and smell (well pick up and closely inspect) the flowers.


That's not to say that's all there is to Tacoma, the core of Tacoma is the story it tells and in order to not accidentally spoil anything I will be brief. You take on the role of Amy Ferrier, who has been tasked with investigating the events of what happened on the Tacoma space station and retrieve the on board AI named ODIN. Exploration and interaction will reveal the events of the last few weeks/days/hours leading up to the current situation. Throughout the game you become familiar with the small crew of diverse and real-feeling people that make up Tacoma's staff.


The primary game mechanic is to watch pre-recorded sequences of conversations via an enhanced reality interface. You will see and hear the crew walk around the locations of the ship in these sequences and be able to scrub back and forth through these recordings as people come and go. Sometimes you will follow a person or conversations out of the room, only to have to scrub back and watch from a different angle to see another part. It's quite brilliant and the format is something that really only works in video games. I honestly hope it's something that gets used again in other games.

There were a few things that bothered me such as not being able to see your feet/legs except in particular pre-set circumstances and how some of the interactions limit you for story reasons, nothing game breaking. Really I just wanted more - more recordings, more interactions, more story background (more zero-g!). I was compelled by what they gave me and much like last weeks review of Signal From Tölva, we only get the tip of the iceberg, and I want to sink my ship on the whole thing.


Interacting with these recordings and peaking into the lives of the crew has a slightly voyeuristic feel to it that at first I wasn't sure about. Not in an uncomfortable way, just more along the lines of wondering, is this really necessary? But your character is really just a neutral observer and it's far more about what you put into it, your interest level as the player. You can complete Tacoma by doing almost nothing but standing around and waiting, but the design and detail of the station invites you to investigate. "Come take a look" Tacoma says, "I have such wonderful things to show you" (just kidding on that last one - this isn't Event Horizon). 


Tacoma isn't long and it isn't complicated but it is a fascinating piece of interactive fiction featuring a well designed mechanic that's put to great use. Take your time when going through the space station Tacoma, it's not a race and it will reward you. Play it with someone, like movie night - only with more freedom.




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