There's definitely an element of personal taste, though—I tend to really dislike media that I find overly philosophizing (i.e. when I feel like the authors' arguments are too confident, or otherwise discourage the audience from thinking themselves about the arguments or conclusions). That is to say, I might be precisely the wrong target audience for this sort of game :-P
It's a walking simulator though, if you're not into those kind of things in general then you're probably not gonna be into it.
You definitely won't like it. The Beginner's Guide is much more in that direction than Stanley is.
I still really liked it, though.
I'll try it out again sometime soon because I (want to believe I) still like Wreden's writing, but my initial experience with the game wasn't the best it could be by a longshot.
But play either game any way you can; if you're a fan of Douglas Adams novels, you'll feel right at home.
The developer's depressed? That's the least interesting thing to learn about anyone. Depressed people promoting their depression sounds disingenuous.
Not to be all negative, for walking simulators with no interaction but nice dreamy atmosphere, try Liminalcore. Relaxing and calming, great on an ultrawide OLED. Lots of vast shadow areas. Huge scale architecture. Bump the FOV setting up a little from default. No cheap gimmicks, just a restrained dream world with subtle hint of something lurking in the shadows. In terms of artistic walking games, this is one of the good ones.
The remastered version didn't really hit for me though. It had a huge amount of new content, but I wasn't there for the content. I don't think it could create the same magic, because I had had a few years to digest the experience. I understood the game, and so the game could not create the same "there's no way that X will happen" kind of moments because of course it would, that was the whole point of the game.
Compared with a game like Portal, with similar self-referential quirkiness. Even had its own meme "the cake is a lie". That was a resolved game. Stanley on the other hand... I won't hammer the criticism because I'm glad games like this exist.
For me that's a big part of my disappointment, it needed to do a lot more with the game aspect. For some reason he kept referring to an empty Counter-Strike map as a "game" and it kept me from being immersed.
> The developer's depressed? That's the least interesting thing to learn about anyone. Depressed people promoting their depression sounds disingenuous.
I wonder if you played The Beginner's Guide to the end? Not that it necessarily would have changed your mind, maybe the conclusion didn't strike you as it did me (even seeing it coming).
Crossover - https://www.codeweavers.com/crossover?gad_source=1&gbraid=0A...
No, they don’t. Just like Microsoft’s obsession with backwards compatibility, Apple is obsessed with changing things constantly.
If you're thinking of buying the game, though, read its reviews: https://store.steampowered.com/app/1299460/Wanderstop/
And remember... it is a cosy game. That's what you'll be playing. If you like cosy games, then it's a good cosy game with an interesting Wredenesque storyline running through it. If you don't like cosy games, you won't like this game. It's not a deconstruction of cosy games. It is a cosy game.
I've seen this happen internally at my last employer, but have the impression that it's standard operating procedure in corporate marketing these days. It is quite gross and I'd like to see it banned wholesale (or at least the relationship should be mandatorily disclosed). But... we would need to believe as a country in regulating ourselves to do that.
"I just completed a project into which I poured not just all of my time and energy, but also all of my self-worth. It was a massive success. Now I have nowhere to place my self-worth. Doing this again would be both (1) unlikely to succeed, and (2) extremely toxic, just as doing it the first time kind of was. So how do I get out of this mindset without completely destroying myself?"
Amusingly, his response to that question was to make a game about it.
Few people get rewards on that scale (and thus the chance to exit, or at least the time to think about it), but many develop similar relationships to their work (or art). An exploration of the problems in that dynamic (as in The Beginner's Guide) is therefore relevant to a lot of people.
So it might actually be a pretty good sign that you struggle to sympathize with this, because the alternative might be that you understand it all too well.
If tomorrow the greatest dream of AI was achieved, and we had a perfect benevolent AI that would shepherd humanity to comfort and safety forever, that would be just about the best outcome imaginable in material terms. But I think I'd be unhappy with it, because I derive a lot of my personal sense of worth from what I do - from what I build and for what I contribute to other people. I don't know what I would do in a world where that was no longer needed. I'm great at being helpful! I suck at being fun.
Is that healthy? Probably not. (It's actually something I'm working through at the moment, that I increasingly understand as a consequence of both personal and societal-level abuse.) But we're not all healthy creatures. We live our lives as the people we are in each moment, including the ways in which we're dumb and flawed and insecure.
It reminds me of the article about one of the co-founders of RxBar and how he was finding it hard to search for meaning after they sold their company for hundreds of millions. It was posted here years ago: https://news.ycombinator.com/item?id=21138106
However "Post Adventure/Mission Depression" is very common.
See e.g. https://worldextrememedicine.com/app/uploads/2022/07/Lukas-H...
As a person in tech, I have met many millionaires and a few billionaires, and it is really true that huge wealth does not in, and of itself, bring happiness. They're basically still stuck with their old problems, but now also surrounded by sycophants and leaches.
No amount of fame or success will alter who you truly are inside. If anything, laying your happiness at the foot of external validation from others in the form of critical success or fame is a poisoned apple.
There are plenty of examples of wildly successful people unable to manage their own demons -- see Kurt Cobain or Anthony Bourdain.
It was too much pressure at the top, though, and he sold the project to Microsoft and became a billionaire; but what that actually meant is that Microsoft took it over entirely, and he was nothing. He didn't even get the position of "esteemed creative inventor who now only occasionally provides creative direction instead of being responsible for every last thing", that some people get when they sell their projects to faceless behemoths.
He had a further fall from grace in that the public didn't like his stated values on social media, and Microsoft took the opportunity to completely erase him from Minecraft - removed all mention of his name, and he's not invited to anything.
So now he sits alone in his mansion and cries himself to sleep, because while "never work again" money is nice to have, he'd rather have the kudos and recognition of being the creator of a much-loved game. And that's the one thing he can't have any more.
I’m guessing 99% of readers don’t have the paywalled version.
It’s super annoying.
We can look at aggregators like HN as a way to curate who you should be giving your money to, or we can use them to facilitate infringement, making publishers rely on sketchier and sketchier methods to stay afloat.
if you want to stay tethered to this reality, commit to the pot. it's recursive and cumulative. otherwise you are left to research from free sources which leave you in 'directed' narratives, divergent and polarizing, devouring your fallacies while feeding off your bias.
free beer is never a better of the available choices.