This game has been re-reviewed. Read it here: https://trophyunlocked.blogspot.com/2021/03/second-look-stanley-parable-demo.html
NOTE: Due to a sudden moment of clarity, the original
author has realized that the initial review of The Stanley Parable did not
truly represent the game in question and contained many misunderstandings,
including the concept of an “objective review,” and the views expressed were, quite
frankly, insulting to potential readers. We at Trophy Unlocked deeply apologize
for this and, as a result, the initial review has been thoroughly rewritten,
though some of the inoffensive text has been maintained. If you would like to
see the original text, you may do so after the break.
UPDATE
(10/27/2014)
In July 2011, a man named Davey Wreden released a mod built
on the Source engine known as The Stanley Parable. This mod presented itself as
a work of interactive fiction and received critical praise for its narrative
and sense of exploration, as well as the voice-over provided by British actor
Kevan Brighting. Sometime later, he was approached by William Pugh, who wanted
to help Wreden remake The Stanley Parable as a stand-alone release. This
collaboration, which also brought back Kevan Brighting as the narrator, led to
the release of the HD version of The Stanley Parable on Steam by the newly
formed development team of Wreden and Pugh, named Galactic Cafe. Although
more of a work of interactive fiction than an actual game, the HD version of
the The Stanley Parable, released October 2013, has proven to be a worthy
investment for any gamer as well as something worth having serious discussions
about.
Spoiler
Note: Due to the nature of The Stanley Parable, it is best to go in blind for
the best experience, as there are many surprises that don’t have as much of an
impact by reading about them. Because of this, there will be unmarked spoilers
regarding the events of the game. If you wish to remain unspoiled, then hit
Ctrl+F and search “Verdict”.
The Stanley Parable follows a man named
Stanley who has an office job, as employee number 427, which requires him to
press buttons on command. The computer on his desk tells him what buttons to
push and how long to push them. Any normal person would have found this job to
be tedious and repetitive. However, Stanley is very content with his job and is
very happy to do it day after day. One day, Stanley wonders if there’s a world
outside of his office and so decides that he’ll need to explore the office
building he works in to find out, that is, if he so chooses to leave his
comfort zone (if it’s even his choice at all).
What happens to Stanley next is entirely
up to the choices made by the player. You can choose to follow the story that
the narrator has laid out for you or you can ignore his instructions to
discover a new path and thus a new story. The narrator will try to railroad you
back onto the proper story path, but deviate enough and he’ll alter the script
to suit the new path that Stanley has chosen, but of course Stanley can always
change the new story up to a point if he so desires. The idea of choice is
actually what drives the narrative, if the end result even has a narrative. I
found it amazing just how many story branches Galatic Cafe was able to account
for, with a total of 19 different possible endings (two of them being the
unofficial Whiteboard and Broom Closet endings). Finding these endings in itself
is actually quite thrilling and is a primary source of fun and replay value for
the player. Combined with the number of easter eggs and other surprises waiting
in store, including random room conditions or layouts, it’s quite possible that
the player will find themselves immersed for hours scouring for every last
possibility.
What’s most intriguing about these
endings however is the fact that they all seem to deliver some kind of lesson
about video games (acting as a sort of parable if you will). These endings and
unique story paths all deconstruct some aspect of gaming, including the
illusion of choice, the idea of “art” games with no real substance and the idea
of linear story paths in supposedly nonlinear games. I found each of the ending
paths to say something extremely relevant to the game environment in which the
game saw release, though I’d wager that they’ll prove to be relevant sometime in
the near, or even far, future. In fact, these story paths are the best part of
the game because it seems that The Stanley Parable actually has something to
say, unlike most of its indie brethren. At least one lesson, not letting time
make a decision for you, is good to take away for one’s own life as well.
Though there is certainly a lesson to
learn within the game, what really helps drive each of the points home is the
wonderful narration by Kevin Brighting. His voice is easy to listen to and he
is capable of delivering his, often witty, lines with a very snarky tone. There’s
a good emotional range too, such as one side quest of sorts that gives the
narrator an infectiously encouraging vibe. On top if that, his character is
written pretty well, since sometimes he shows pity for Stanley and, in some
endings, is shown to have limited control over his own actions. Being able to
make a sort of emotional connection with the narrator is an accomplishment on
its own, especially a narrator who manages to have more characterization than
the main character (though this is excusable, since Stanley is implied to be an
avatar for the player).
The Stanley Parable is made using the Source
engine, though everything looks great, save for some times when getting too
close to specific textures makes them a little blurry (keyboards on computers
for instance). In a way it’s kind of what you’d expect from an engine as old as
it is, though the appearance of the world feels different from other Source
engine games. The controls are very responsive and everything runs very
smoothly with little to no lag depending on your computer’s performance at the
moment. I like the suitably bright color palette, as it reinforces the
satirical nature of the game. The lighting can also get pretty atmospheric when
things go dark, striking a good balance with the myriad tonalities of the increasingly
forking paths. As for music, what little tracks there are aren’t that bad,
though I really like Who Likes to Party by Kevin MacLeod, which is integrated in
the most humorous way possible.
On a final note, I give props to the
inclusion of the Museum Ending, as it gives a glimpse into the development
process behind The Stanley Parable (though I’m sure a lesson can be found in
this ending as well, like the nature of the game’s existence in and of itself
from an in-universe perspective). Behind-the-scenes stuff can sometimes be very
fascinating, this being an example of a very intriguing and engrossing
presentation of it.
Verdict
For what it is, I’d consider The Stanley
Parable to be a very worthwhile investment. The story, or lack thereof, is very
engaging and the ideas presented are worth thinking about. At the same time, it
presents these ideas in a fun and lively way and never for a second comes off
as pretentious. I highly recommend buying it when possible, as this is a time
when a $15 asking price seems good, especially for an indie game. If you’re
still on the fence, I’d recommend playing the free demo, which differs
completely from the final game, but gives a pretty good idea of what its deal
is. If $15 still seems a little pricey, then feel free to grab it during a
Steam Sale, whatever it takes to play this wonderful gem [NOTE: Trophy Unlocked does not
condone piracy].
ORIGINAL TEXT (12/1/2013)
WARNING: The nature
of The Stanley Parable is such that it truly is best to go into the game
completely blind before playing it. You can’t even read a review of The Stanley
Parable, such as the review-like text you see below this very warning, as
literally any conventional discussion about The Stanley Parable, including this
very review, is spoileriffic and it is essential that you draw your own
conclusions about the events you have witnessed before discussing it. In fact,
even just seeing the title card above may be a spoiler in and of itself, but
that is the risk you seemed to have felt comfortable taking by clicking on the
link to this very review. If you feel comfortable with spoilers, then feel free
to continue reading, but Trophy Unlocked strongly recommends that you buy The
Stanley Parable on Steam and play it for yourself first. You have been
sufficiently warned, that is, of course, unless you saw this large block of
text and decided to just scroll down to the bottom paragraph to ignore it and find
out how I, EHeroFlareNeos, feel about The Stanley Parable before trying to play
the game, in which case you didn’t read this warning all the way through and may
have a bit of a problem with following directions.
In
July 2011, a man named Davey Wreden released a mod built on the Source engine
known as The Stanley Parable. This mod presented itself as a work of
interactive fiction and received critical praise for its narrative and sense of
exploration, as well as the voice-over provided by British actor Kevan
Brighting. Sometime later, he was approached by William Pugh, who wanted to
help Wreden remake The Stanley Parable as a stand-alone release. This
collaboration, which also brought back Kevan Brighting as the narrator, lead to
the release of the HD version of The Stanley Parable on Steam by the newly
formed development team of Wreden and Pugh, named Galactic Cafe. While this
game came out back in October, I didn’t really get to play it until just
recently. The end result of this playthrough, in which I explored as much as I
possibly could of the game, is a little difficult to put into words, but I will
try my best to explain.
I’m
sure you’re curious by now as to what exactly The Stanley Parable is about, but
unfortunately this description of the game on Steam is all I’m going to give
you: “The Stanley Parable is a first person exploration game. You will play as
Stanley, and you will not play as Stanley. You will follow a story, and you will
not follow a story. You will have a choice, you will have no choice. The game
will end, the game will never end.” I’m not exaggerating when I say that this
is all I can even say without potentially spoiling it, as it really is the
official description given for the game. This presents a conundrum in and of
itself when trying to discuss the story/non-story of The Stanley Parable,
especially seeing as I try to include as few spoilers as possible when I review
something; when I do use them, I try to put the most sensitive information in
white text. However, discussing The Stanley Parable at length in any capacity
with these restrictions might as well have me putting the whole review in white
text, compounded further by how I really do not want my interpretation of the
events/non-events of The Stanley Parable to influence your own (you being the
reader of this review).
But,
if that is the case, let’s really think about what we’re doing here. I, the
reviewer, have placed this text on the internet for someone to read. You, the
reader, now fall into one of two distinct categories. The first comes from the
likely possibility that you have never heard of The Stanley Parable and have
thus decided to see what people on the internet have to say before deciding to
drop the $15 required to download it on Steam so you can see if the purchase
will be worth that amount of money. Now that we have established that you might
be in this category, I wonder why this is even an option. I mean, what force
stopped you from buying the game purely out of curiosity to find out for
yourself whether or not the game is worth it? The second you began reading this
review of The Stanley Parable, your opinion was already influenced by my own
and thus you’ll begin thinking like me instead of like you. This problem only
worsens the deeper my analysis grows, since once you have completely read my
full analysis/non-analysis of The Stanley Parable, you will no longer have any
true thoughts of your own and my analysis will become your analysis whether you
have become aware of it or not. In fact, once you finish the review and have
decided to buy The Stanley Parable based on whether I recommend it or not, the
only things you can really do are agree with me completely or go back onto the
internet to complain about my opinion and claim that I have less credibility
than you realized.
The
other category you might fall under comes from the equally likely possibility
that you have already played The Stanley Parable and have decided to go online
to find people who agree with your unique interpretation of the
events/non-events of The Stanley Parable. Now that we have established that you
might be in this category, let’s explore what you, having already played The
Stanley Parable, might do with the knowledge you may have gained from finding
and reading my review of The Stanley Parable. If you agree with my analysis of
The Stanley Parable’s events/non-events, you’ll likely either simply read
through my analysis and walk away or simply read through my analysis and write
a comment that says my review was good, with no elaboration, and walk away. If
you disagree with my opinion/analysis of The Stanley Parable, then you’ll
either ignore me entirely or leave a comment somewhere claiming that I have
lost my credibility as a reviewer since my own personal conclusions did not
agree with yours, which takes value away from the idea that a review is simply
one person’s opinion and you do not have to agree with it.
Then
again, no matter which category you have fallen under, you may have scrolled down
to this paragraph, or lower, to find out what score I may have given The
Stanley Parable. Of course, if you’ve already done just that, I would like to
know why. There’s nothing that could be gained from glancing at a number in an
attempt to determine a complete opinion. But maybe I’m missing something here.
Oh, I’ve got an idea: I’m now going to show you a picture of the number eight.
Trophy Unlocked doesn’t give out scores, but let’s just use the number eight
and give that a go. Sound good? All right then, here’s the number eight:
Ok,
now that we’ve got the number eight up onscreen, let’s say that this represents
a review score [Disclaimer: Trophy
Unlocked does not give review scores, nor does it have an alphabetical or
numerical rating system]. Eight is a great number isn’t it? It’s not only a
score that most people can live with, but also gives the impression that the
reviewer really enjoyed the game in some capacity. Now, let’s think about why
this is. What is it about a numerical value, in this case the number eight,
that, when paired with a review of a video game, that elates the reader? Does
it have to do with the inherent symmetry of the number eight, or is it really
just a matter of its close proximity to the number ten? A number like the
number eight could easily be removed from its original context (i.e. without
looking at the actual text of the review itself) and compiled with other numbers to form some sort of general consensus, a metascore if you will. When enough of
these numbers are compiled together, it can influence this hypothetical
metascore to the point where if it does or doesn’t meet your expectations, this
metascore alone will influence whether or not you will buy The Stanley Parable,
rather than simply buying The Stanley Parable after only seeing that rather
interesting blurb near the top of the page and wondering just what it is. You,
the reader, might have put a lot of stock into that numerical value and have
decided on your own that these numbers represent the entirety of one’s opinion
of The Stanley Parable, as though it were able to encapsulate that opinion
perfectly.
But
maybe, just maybe, you, the reader, fall under a third category: people who
would like nothing more than to see reviews of video games, like The Stanley
Parable, devoid of any emotion or individual thought at all in the interest of
seeing how a video game like The Stanley Parable is in an objective context.
Let’s give that a whirl, a review of The Stanley Parable without any individual
emotion or analysis to influence your own:
The
Stanley Parable is an interactive video game which exists. It only uses the
WASD keys for movement while the mouse aims and the Ctrl key lets you crouch.
There is no jump button, as the developers disabled it. In The Stanley Parable,
you walk around a three-dimensional environment and interact with objects.
There is also a narrator. You can choose to listen to him or you can choose not
to. The Stanley Parable has sound, and also graphics, both of which are functional.
Some people will like The Stanley Parable and some will not.
On
second thought, I’m not sure how anyone could stand doing that for longer than
a paragraph’s worth of text. Every review would end up sounding the same, so
where’s the fun in that? At what point would someone be able to share their
experiences or inspire discussion in the comments section? [Disclaimer: It is the opinion of EHeroFlareNeos that reviews are not
meant to begin an argument, but rather recount one individual user’s
experience, which may be wholly different from that of the reader.]
Or you may have just found that last part a bit rambly and, after seeing that big number eight, scrolled past everything I have just written so you can get to the bottom for a quick summary of my opinion of The Stanley Parable. In the interest of keeping this review of The Stanley Parable as brief as possible, let’s get right down to it, shall we?
The
Stanley Parable is a really good game. Its writing is some of the best I have
seen in any title, with a sharp wit and great insight into not only video
games, but life itself. Within the same breath, it is possible for The Stanley Parable
to be funny, thought-provoking and surprising in just the right combination. So
what are you waiting for, go buy The Stanley Parable on Steam right now. It’s
an experience worth having and it’s only $15 ($11.24 with the Autumn Sale going
on as of this writing)!
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