Critical Play – Virginia

“Virginia” is a first-person thriller and interactive drama developed by Variable State, a UK-based indie game studio. Released in 2016, I played this game on my windows desktop. This game follows the story of Anne Tarver, a recent FBI academy graduate, who, alongside her partner, investigates the mysterious disappearance of a young boy in the small town of Kingdom, Virginia. Designed for players who appreciate storytelling and narrative-driven games, “Virginia” emphasizes world-building and exploration, offering a deep dive into its enigmatic setting through the protagonist’s eyes.

Central Argument

The central argument I am proposing in this critical analysis is that the omission of a sensory element, such as dialogue, can enhance other aspects of gameplay. An example of this is seen in the game “Virginia,” where the lack of spoken words amplifies the visual and auditory experiences, thereby deepening player immersion and engagement.

Mechanics

  1. Although the game has very few mechanics this makes the existing mechanics stand out:

Enhancing Focus Through Minimal Mechanics

“Virginia” operates with a minimalist approach to gameplay mechanics, and this design choice amplifies the importance of those few elements that do make it into the game. The game sets a haunting tone through dramatic soundscapes, providing the groundwork where the narrative emphasis is placed squarely on the subtle, physical interactions between characters, enriching the storytelling through their silent but expressive movements.

Depth in Repetition and Evolving Narratives

In “Virginia,” the deliberate reduction of sensory inputs elevates seemingly trivial actions, imbuing daily routines with deeper narrative significance. The game’s story is propelled by ‘loops’—routine activities like Anne applying lipstick or driving—which seamlessly integrate mundane realities with the central mystery, crafting a narrative that oscillates between the ordinary and the suspenseful. Concurrently, ‘arcs’ within the game—key investigative sequences and interactions—intensify the mystery, meticulously crafted to advance the storyline. This dual structure of loops and arcs underpins the game’s rhythm, creating a familiar cadence through repetitive daily cycles, while embedding a dynamic, arc-driven plot that unfolds in a rich, non-linear fashion, inviting players to unravel the mystery piece by piece.

  1. This increases the exploratory element of the game

This design approach enhances the exploratory element of the game, serving as a prime example of my central argument: omitting certain aspects like dialogue can significantly amplify other facets of gameplay. As players navigate through various locations, they must solve the game independently, relying solely on visual cues for guidance. The ability to pick up and examine items, scrutinize their surroundings, and move freely within the environment are simple yet crucial mechanics. These interactions not only engage players but also deepen their immersion, effectively embodying the intricate detective work of an FBI agent and plunging them into the core of the mystery.

Incorporation of In-Class Elements

The game “Virginia” showcases a few formal elements. It employs a narrative aesthetic that resonates with the immersive quality of a film, complete with cinematic events underscored by a thrilling soundtrack. As players traverse the enigmatic landscapes of Virginia, they engage in a phase of discovery, interacting with various objects and characters to peel back layers of the mystery. Moreover, the game crafts a compelling fantasy realm, enriched by its evocative cinematic music and distinct art style. This blend of reality and fantasy intricately merges to form a gripping experience that captivates and educates within an academic setting.In conclusion

Suggestions for Improvement

While the absence of dialogue in “Virginia” significantly enriches the engagement with its other elements, the game’s constrained interactivity and sparse gameplay mechanics somewhat diminish its sensory and fantastical appeal. This limitation is particularly evident given the narrow scope for the protagonist, Anne, to interact with her environment beyond the confines of the predetermined plot. To enhance the game, a valuable improvement would be to expand Anne’s ability to influence the narrative directly through her actions and to engage more dynamically with the world around her. Allowing players to impact aspects of Anne’s life would profoundly deepen the narrative immersion, transforming the player from a mere observer of Anne’s story to an active participant embodying her role. This shift would not only heighten the sense of agency but also enrich the overall experience by weaving the player’s decisions into the fabric of the unfolding drama.

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