Critical Play Mystery: Virginia

The name of the game is “Virginia” and it was created by Variable State, a UK-based indie game development studio. The game was initially released in 2016 for Microsoft Windows, PlayStation 4, and Xbox One. It is a single-player first-person thriller game that tells a story of a missing person investigation through the eyes of graduate FBI agent Anne Tarver, who is tasked to investigate the mysterious disappearance of a young boy in the small town of Kingdom, Virginia.

The game is targeted at players who enjoy narrative-driven games with a strong emphasis on storytelling, cinematic elements, and immersive world-building. Its dreamlike journey punctuated by intense drama, and populated by a memorable cast of curious characters.

Formal elements that are evident include the aesthetic of narrative that is present through the of almost a movie and the cinematic-like events (enhanced by thrilling audio), and the phase of discovery as you wander around Virginia to uncover the mystery and interact with different objects and people. Moreover, you don’t know where the next clues are, which means there is the challenge of figuring out where you can find clues to move across the story. Finally, there is also the aesthetic of fantasy created by the cinematic music and art style, and by how you are following Anne as she uncovers a mystery. The fantasy does reference some elements in real life by showing for example an FBI card (as shown in the picture above) to retain the touch with real life enough that I as a player could follow the story.

Taking a look into the game architecture, “Virginia” features an overarching loop given the pattern of events that the player experiences throughout the game. The game is divided into a series of days, and each day follows a similar routine. Each day begins with Anne waking up in her apartment, going to the police station to receive instructions, conducting investigations, and eventually returning home to rest. This cyclical structure helped me created a sense of familiarity with the game and rhythm as the player repeats these actions frequently. Nevertheless, there is an embedded arc structure within this loop that helps drive the narrative forward. For example, as the story unfolds, there are more clues that allowed me to piece together the mystery through non-linear storytelling.

 

The game’s success lies in its unique storytelling, painterly art style, and its ability to immerse players in the game’s world. The game has been praised for its captivating story, memorable characters, and use of music and art to create an immersive experience. However, the game’s lack of interactivity and limited gameplay mechanics have been criticized by some players, which is in my opinion an honest epic fail. I sometimes felt like I was living the game too much in third person, so the aesthetic of sensation and fantasy were missing given the limited dynamics to control the character. Hence, if given the chance to improve the game, it would be interesting to incorporate more interactivity and exploration elements to enhance the player’s experience, maybe even a multiplayer edition where you can team up as the narrative goes on. For example, if you could actually influence parts of the Anne’s life, that would add an even stronger sense of narrative because you the player become Anne itself, instead of someone who is just living the story through Anne’s life.

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.