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To regret deeply is to live afresh.

  • nhubi
  • 07/29/2014 05:19 AM
  • 949 views
This review is for the IGMC 2014 version.

Null regrets is a short extremely linear RPG outlining the story of an unnamed protagonist and his friend, who appears to work either as a technician or doctor, though the term used in game is practitioner for a company that removes memories. This is apparently a voluntary procedure initiated by the patient to remove memories or regrets that they have in their lives. As our story begins our two party members are walking through what soon becomes obvious is the earlier memory of the protagonist.


A dark and stormy night

The premise of this game is actually quiet disturbing, the problem with the concept of memory removal is that you're never going to know what memories have been removed and if you did indeed volunteer for it to happen. This game shies away from the darker aspects of this scenario and instead chooses to focus on the more theoretical beneficial uses for a procedure such as this, where dwelling on a memory or being caught in a memory loop from which escape is not possible can be remedied.

So our protagonist and his friend make their way through a darkened neighbourhood and after a somewhat ominous exchange over the possibility of seeing things other than what is proscribed by the current memory they come across the target. In this case a coyote that did once, and does again, jump the party in an aggressive manner.

The killing of this animal is the memory that our protagonist wishes to remove and the method by which this removal is achieved is by overcoming the memory, or in game terms fighting it. That does seem a little counter-intuitive , if the point of the exercise is to remove the memory of killing the beast then killing it to do so sounds nonsensical. Though this scenario does give you a logical reason to access the in-game tutorial, designed to appear as a user manual for the patient undergoing the NullMem™ procedure.


Now this is clever, though it does beg the question of the other tiers.

Whilst problematic as a narrative choice this brings up the battle system, which though still turned based is an instant response system, a character chooses an action and that action is carried out before the next person chooses theirs, once all the party acts the enemy takes their turn. Each character has a limited pool of skills and there is no default attack option, every action uses up either Will Power (WP) which naturally regenerates each turn or in the case of the protagonist Diligence (DIL) which is increased by actions either by or against the character and adds additional abilities. His friend has Construct (CON) which also increases per turn and allows him to create two additional party members per battle to join and aid in either offensive, defensive or healing abilities dependant on their construct type. As the game progresses the number of construct types that can be brought into battle increases, though he can still only have two operating at a time.


That is one mean coyote.

An additional piece of information supplied by the battle system is the names of the characters, in this case, Suit and Glasses. One has to assume those are nicknames.

So once the beast is defeated the game moves on to the second of the three memories that Suit wishes to forget, a tale of love and regret in high school, which just like the first memory seems a little light for such a radical procedure. After all the coyote attacked Suit first, he was just defending himself against possible harm, and high school romances not lasting is pretty much par for the course. Still perhaps the big guns are being saved for the final act.

And indeed they are, once the lovelorn and semi-horror part of the performance is complete the surroundings take on a much darker and heavier feel and the real reasons why Suit wanted the procedure in the first place comes to light. His responses, though flawed, are entirely human and for the first time I could understand though not empathise with his decisions. Oddly as the game progresses Suit becomes a more sympathetic and layered character, while Glasses becomes less so, but as there were two possible endings and I only experienced one, I may not have seen all that he had to offer.


Bedside manner, much?

In the end I'm not sure how much I personally enjoyed the game, from a technical standpoint there was little wrong with it, graphics, game play, music etc were all handled adequately if not particularly artistically. In addition the battle system was interesting with some innovative twists, but the basic premise that regrets are something that should be banished along with the memories that induce them seems simplistic. The choices we make in life determine the person we become, remove the choice and the memory of its consequence and you change the person. Santayana got it right; those who cannot remember the past are condemned to repeat it. Suit's final issue is indeed a dark one, but by removing the memory that was the catalyst that brought it to light he can never truly deal with his actions and find a way to curb or channel those darker tendencies.

Still my personal qualms about the slightly Pollyanna take on a what is essentially brain washing and the wholesale reliance on others to provide solutions for your actions does not mean the game isn't interesting or executed sufficiently, after all it did make me ponder for a while on this subject.

Posts

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Hello! Thank you so much for taking the time to review my game. I'm terribly sorry that I did not notice this review sooner, especially since I somehow commented on the game's main page on a later date without noticing it. I'd also like to apologize if my following response comes off as too wordy, defensive, or otherwise odd in any manner — it's been a while since I've made anything creative and received critique for it.

(A note to other readers: This response contains slight spoilers.)

To begin with, quite frankly, the majority of the game from the second stage onward was produced within the last week before the IGMC deadline, give or take a few days. I ended up rushing out designs and dialogue with minimal editing (save for a few conversations I typed down beforehand), and while I'm not entirely unhappy with the finished product, I definitely felt my lack of time and experience was obvious even on the day I made it public.

I'm happy to hear that you found Suit's character arc engaging, even though I had to give up on several opportunities to further embellish his character. In particular, I feel as though I could have foreshadowed his true dilemma better, further explained his distrust for getting help from professionals he does not know personally, and made the "Happy Place" in the third stage actually have a place in the narrative. Along with that, the idea that Suit could solve his true dilemma without remembering it is complete garbage, but unfortunately I was literally a day away from the deadline when I coded that part down.

This dissatisfaction is, of course, in addition to all the glaring inconsistencies about the technology utilized in the game. (Why does the coyote notice them when humans do not? What exactly are the logistics of singling out a state of mind as opposed to a memory? Whose bright idea was it to make literally fighting memories a requirement for the procedure? Why are mind zombies?)

However, while I can certainly agree that I could have written Glasses's character better — especially with respect to his attitudes toward his profession — I never particularly saw the need to give him layers or a form of inner conflict. After all, this is Suit's story, and I intended Glasses to be a comparatively calm, stable individual to Suit, as well as a source of (perhaps blunt) positivity to his negativity. In essence, I meant for Glasses to adopt the kind of stance I imagine a well-meaning but not wholly placating friend would take if they were to respond to Suit's rather standard regrets.

The other ending was another idea I had in mind when beginning the project that turned out half-baked by the end. It's the kind of ending that only adds to the narrative if you see it first (which works against itself since I made it easy to meet the conditions for the longer ending), and even then only barely. In its current state it doesn't particularly give another interesting perspective to the plot or characters, so it's fine that you skipped it.

Lastly, I'll address the rather light take on the agreeably dark subject matter. While it was never my intention, the idea for this game's story ended up somewhat similar to a story-based game that also involved memory-changing themes, To The Moon. That game, while also lighthearted at many points, utilized its memory-changing technology in a more controversial procedure and addressed it thusly. Consequently, I felt that giving focus to the contentious aspects of the procedure in Null Regrets would be retreading old ground, and instead I thought about how such technology could be used in a more justifiable form — which is why the memory-wiping in Null Regrets is stated to be primarily used to aid victims of abuse and PTSD. Perhaps I could have done more to imply that the casual use of the procedure is atypical, but I felt that the comments about 'tiers' sufficed.

That isn't to say that I ever expected players to completely empathise with the game's procedure or characters though, nor did I ever intend for the message of the game to be "regrets are something that should be banished along with the memories that induce them." I simply set out to create a short story grounded in reality involving a debatable subject matter; I wanted to let players decide their own level of empathy or disdain towards its progression and conclusion, despite how the game itself only focuses on one angle of the affair. While I may have failed at conveying that, I am nonetheless very glad to hear that, in the end, the game made you ponder its themes after you finished playing, even if only for a moment.

A couple more minor things I'll list that don't really fit into anything above:
  • 'Suit' and 'Glasses' are honestly even less than nicknames. I was originally going to have no form of nomenclature attributable to both allies and enemies, but that made battle targeting harder to read.
  • I'm happy to hear that you enjoyed the in-game manual. I did that on a whim one day solely because I thought it would be funny.
  • A question: Did you happen to experience the bug wherein the game would crash during battles? If so, I'd like to know so I can gather more information that could potentially help me fix the issue.

Dang, sorry that this response wound up so long — hopefully it was insightful in some form. Again, thank you very much for taking the time to review my game. I sincerely appreciate it.
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