Critical Play: Mysteries

In my exploration of “Virginia,” a game developed by Variable State and available on Steam, Playstation, and Xbox, was intrigued by how it was able to weave a compelling narrative through mechanics and environment, despite its lack of dialogue, which traditionally propels storytelling in narrative driven and mystery games. In fact, this stylistic choice that initially felt like a fluke is actually the mechanic that I believe drives the mystery of the game. This silence forced me to become an active participant in the narrative, scrutinizing every visual and auditory cue to piece together the story, ultimately making me a more engaged and attentive player than I would have been otherwise.

As I played, the transition between scenes— swift and often jarring — made me feel as if I were uncovering hidden layers of a mystery, much like flipping through a rapidly changing case file. This mechanic of using cinematic cuts not only pushes the story forward but also simulates the disjointed way memories and revelations come to us. As such, ‘aha!’ moments felt even more exhilarating and exciting than when interacting with a static medium, such as a book, or even when watching a film. 

While I may not have recognized it without the guidance of the prompt for this assignment, it’s apparent that the architecture in “Virginia” does more than set scenes; it manipulates emotions and guides the narrative. For instance, the oppressive interiors of the police station contrasted sharply with the expansive, almost serene landscapes outside, reflecting the internal conflict of Anne. This dynamic made me feel the weight of the investigation’s constraints and the relief found in the open spaces of rural Virginia – the architecture heightened my emotional response. Each setting seemed to hold its own piece of the puzzle, influencing not just the mood but also the pacing of the narrative. 

Virginia” creatively presents a linear story with non-linear elements that encourage reflection and reevaluation. It lacks traditional gameplay loops—there are no repetitive tasks or skill-based challenges to master. Instead, it offers narrative arcs that push towards a conclusion but invite reconsideration upon each replay. During my second playthrough (I didn’t end up finishing this playthrough), I noticed subtle hints and symbols I had previously overlooked, compelling me to think about the events in a new light. This aspect of the game encourages a deeper engagement with the narrative, turning each playthrough into a new experience. I have still not yet fully decided what I think about the game’s abstract conclusion. While it definitely prompted me to cycle through a number of different theories and inspired reflection on the overarching storyline, I was left a little dissatisfied. Particularly since you have relatively little “agency” when traversing through the short story, it was not very fulfilling to reach the end quickly, and without a concrete conclusion. I think if the game skewed a little more strongly towards mystery, and less towards walking simulator, this conclusion would be more apt. Regardless, I enjoyed my experience playing Virginia and found it compelling to experience a concept/story typically depicted in film in an unconventional, immersive game format.

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