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Everybody’s Gone to the Rapture (PS4): COMPLETED!

Posted on 13/08/2015 Written by deKay

Everybody's Gone To The Rapture™_20150811211404I find the term “walking around simulator”, which games like this have often been categorised as, somewhat derogatory.  It’s as if there’s nothing to the game at all, bar walking around, and it should be derided because of this. Which is missing the point.  The aim of these games is not to “win”, not to solve puzzles and leap gaps and shoot Nazis, but to discover the story. Yes, you do this by walking around, but there’s more to it than that.

Everybody's Gone To The Rapture™_20150811214804In Everybody’s Gone to the Rapture, erm, everybody’s gone to the rapture. You start off as an unknown person on the outskirts of a Shropshire village in 1984, near an observatory. You can’t enter the observatory as the gates are locked, so you need to travel a massive loop of the village to try and get in the back way. As soon as you set off you hear a radio message which alerts you to “an event”, and as you explore the village radios and telephones start to fill in some of the story behind what happened.

Everybody's Gone To The Rapture™_20150812212352

Along the way, orbs of light direct you to places of interest, where you see some conversations and actions leading up to The Event played out. Technically, you can just walk past everything and head for the end of the game, but then you really do have just a walking around simulator on your hands, and you’re missing both the point and the game.

When you reach the end, there’s no decisive conclusion and no full exposition of exactly what happened. It’s up to you to formulate in your head what you think occurred based on what you’ve seen and heard, and how you interpret what the “glowing light” actually is.

Almost as much fun as putting this together yourself, is reading what other people thought and how their theories compare to your own. With that in mind, here’s a big spoiler:

Spoiler Inside SelectShow

I think it’s quite clear the light is some sort of alien intelligence. Kate and Stephen somehow managed to coax it over to Earth either purposefully or by accident.

It then attempted to communicate with us on Earth, mistakenly trying to talk to the birds first (killing them, which is why they’re all dead everywhere), then other animals (including the cows – they’re all dead too), before being more successful with humans.

In the end, I guessed the character you’re walking round as is actually Kate, and the light “thing” is Kate’s partner. Everyone else got to be with their partner once “raptured”, Kate became one with it and then revisited all the rapturings (i.e. you playing the game) – that’s why the light is guiding her to the end. She says she was able to hold time still and see how everyone left and where they went.

Everybody's Gone To The Rapture™_20150813222415

Obviously, there’s more to it than all this, but I’m not intending to write a dissertation! There are a lot of side stories as well, like the love triangle between Stephen, Lizzie and Kate, or Frank’s difficult relationship with his sister, all of which are explored literally by exploring. It’s intriguing and compelling finding out everything you can from the clues left behind, and the English village setting is beautiful to wander round.

Everybody's Gone To The Rapture™_20150811212930The only minor negatives I have are that sometimes the walking pace, even with the “jog” button, is much too slow (especially when you realise you’ve missed something and have to backtrack for miles), and that there is a huge amount of asset reuse. The same shed, greenhouse, plastic garden table, white sheets on the washing line, Raleigh Burner-alike BMX bike and books are everywhere, repeated over and over again. Houses all have the same kitchen. Even the two pubs in the village have exactly the same “special offers board” and virtually the same layout inside. The worst copy and paste job is the large number of cars that are around the village – of which there are only about 5 or 6 types. This wouldn’t be a problem but they’re not just the same type of car, they’re exactly the same car with the same colour and same number plate.

Everybody's Gone To The Rapture™_20150812223056Sometimes you can see that it’s intentional, with, for example, a car appearing in one location with a Peter Pan hat and swords inside, then appearing later at the holiday camp where the kids were performing Peter Pan, but most of the time it’s just jarring. In one case there’s a carpark with two instances of the exact same van in it! There’s no reason why they couldn’t have replaced the number plates and colour-swapped the cars to mix it up a bit, surely? Or had a red-and-yellow Burner instead of a blue-and-yellow one occasionally? I realise it was a small team making the game, but this would surely have been a tiny job compared to the rest?

Everybody's Gone To The Rapture™_20150812221952Another thing which was unimportant in the end but seemed necessary to record along the way was all the numbers broadcast on the radios (identical radios…). I started to get a little paranoid that I might miss one. Then I wondered if the names of the books were important. Or the times on the clocks (which were all stopped at the same time, as it turned out). Or the car number plates. I ended up documenting everything and – of course – none of it was needed. In fact, there was nothing you could even do with this information anyway.  This wasn’t the game’s fault of course, more mine for not having any idea what to expect and not wanting to miss anything that may be required later on. For new players: read and listen, but don’t bother making notes.

Should you play Everybody’s Gone to the Rapture? Absolutely. Will you understand what you’ve just played when you come to the end? Possibly. Will it matter if you don’t? No, I don’t think so.

Filed Under: Gaming Diary Tagged With: completed, everybody's gone to the rapture, Post, ps+, PS4, psn

Heavy Rain: completed!

Posted on 13/08/2015 Written by Xexyz

Started in 2011, continued in 2013, and completed in 2015.  Heavy Rain is a game that I've always wanted to see the end of, and had admired from a storytelling perspective, but the first couple of chapters in particular didn't enamour me to the game itself.  In the last update I posted, I talked about how the switching characters felt a bit jarring, and made the game feel quite disjointed.  It's not a huge surprise that it's taken me until now to finish it off, then.

Now, part of what I want to talk about is the story, and that's an integral part of the game experience.  If you've not played the game, and intend to do so, I recommend that you don't read any more.

A problem that all story-based games have is that you, as the player, are often obliged to do something that you ordinarily wouldn't.  This happened many times in this game - shooting a drug dealer dead, cutting off your own finger - and what makes it worse is that in this game you can theoretically reach the end of the game without doing these things, but if you don't do them, you know that you'll end up with a bad ending.  The game's too long to play through many times, so you want to see the end properly, so you end up doing stuff that distances you from the characters.  The game gives you the perception of choice but you are aware that some choices are better than others.

So I played through the game not the way I wanted to but rather the way I assumed the developers wanted me to.  I slowly grew comfortable with each of the characters - understanding the desperation of Ethan, the weariness and honesty of Scott, the panic of Madison, and the angst of Norman.  Even though they were doing stuff that I wouldn't, I could empathise with their searches for the killer.


However, half way through the game, after a lot of character switching, it was starting to become obvious that one of the characters was going to be responsible for the murders.  This was a huge disappointment.  When playing the game, you assume that you are the character - even if you have to do things that you ordinarily wouldn't, you are doing things that the character would do.

Really, don't read further if you've not completed the game.

So, when it turns out that Shelby is the killer, I felt cheated.  All those chapters where I was controlling him, the information that he was the killer was being withheld.  Nothing in his behaviour indicated who he was.  Why was he investigating the killings if he knew he was the killer?

Maybe things would make more sense if I were to replay the game.  If I could replay chapters, and fill in a flowchart in a chapter select menu, I might do that.  As it is, I was left suitably downhearted to  make such a replay unlikely.

Filed Under: Gaming Diary Tagged With: completed, Playstation 3

Rocket League – Long Range Goal

Posted on 11/08/2015 Written by gospvg

A fun session yesterday evening with the Claptrap Boys, I've uploaded lots of videos to youtube but wanted to highlight this particularly good long range goal.


Filed Under: Gaming Diary Tagged With: Playstation 4, Rocket League

Witcher 3 – Skellige

Posted on 10/08/2015 Written by gospvg



Back to The Witcher 3 & I've decided to carry on with the main quest and set sail for Skellige.

Filed Under: Gaming Diary Tagged With: Playstation 4, Witcher

Witcher 3 – Skellige

Posted on 10/08/2015 Written by gospvg



Back to The Witcher 3 & I've decided to carry on with the main quest and set sail for Skellige.

Filed Under: Gaming Diary Tagged With: Playstation 4, Witcher

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96: Magic Beans
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What is this word “late” which you are saying? I do not recognise it and I do not understand it and I do not wish to believe it exists! Episode 96 cannot be late, for it was never scheduled. Sir, you embarrass yourself.

Arguments about timetabling aside, we would like to invite you to enjoy this most recent (at time of typing) episode of your favourite podcast! deKay, Kendrick and Orrah huddled round a warm bucket of cocoa and discussed, to varying lengths, the important news of our time – including Nintendo’s Mario Direct, more unfortunate developers losing their jobs because Money, Microsoft increasing the price of Game Pass (again, because Money) and Starbreeze getting several years into developing an eagerly anticipated Dungeons & Dragons game before pulling the plug because, well, Money. Thankfully, there’s some Good Stuff too, like chat about these games.

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