I've got this notion about video games as a medium. You see, every single artistic medium has something exclusive to it that makes it worthwhile and valuable. Writing allows you to create literally anything, film allows you an insane measure of fine control over the story you're putting out, music allows you to transmit emotion without the need of words or visuals, and so on. Obviously, what gaming has that no other medium has is interactivity. It allows for all types of interactions, be it simply expecting the player to guide their character through obstacles, or actually expecting them to choose who their character is and how they act. As such, the most accomplished and unique games are those that play to those precise strengths. The best games are those that either base themselves on strong, satisfying gameplay experiences or on storytelling that is very choice-based. As such, it is no surprise that my top 5 games of all time are all this way.
Always Sometimes Monsters is a game that is all about choices. Both at a mechanical and a story level, what defines Always Sometimes Monsters is its choice. In a way, Always Sometimes Monsters is truly unprecedented. It's the first game that I'd say is truly equivalent to a modern-day realistic drama. Whilst I love games like Persona 4 and The Walking Dead to bits, they both rely on fantasy in their story and some very gamey elements in the gameplay. Persona 4 is still a JRPG with combat, and The Walking Dead still has big action setpieces and puzzle elements that are very traditionally gamey. Always Sometimes Monsters has none of this. It's firmly based in reality at all times in its aesthetic, and it revolves exclusively around walking around and talking to people, with very rare breaks for short minigames representing an action one would believably take in the real world.
In Always Sometimes Monsters you take the role of a once promising writer who's completely failed to deliver. Your landlord is cracking down on you and demanding rent money that you simply do not have. To make things worse, you receive an invitation to the love of your life's wedding at the other side of the country. It's happening in 30 days, and it's up to you to scrounge up enough money to keep hopping from town to town in hopes of making it in time.
Beyond that, almost literally anything is your choice. Are you male or female? Straight, gay, bi? Are you a good person? Do you think you're a good person? Are you going to the wedding to be there for someone you hold dear, or in hopes of gaining them back? Will you do honest odd jobs to get there, or try to profiteer off of those vulnerable enough? How good is your work ethic? Do you do drugs? What are your political leanings? What are your religious leanings? What do you like to eat?
This is just the very surface level of all the choices you get to make. The game is truly replete with choices, many of which are genuinely tough. You are strapped for cash, and you could make a lot of money by screwing people over. On the other hand, you can really screw people over. But then some of them deserve to be screwed over, don't they?
The amount of choices is truly staggering, and a good amount of them are tough. Some are very obviously telegraphed, others are not. It really does make the game feel alive and like a real place, even through a lot of the very weird (if, for me, effective) humor put in there.
The thing that the game does best, however, is that it never judges you for your choices. It simply presents you the consequences of said choices, and allows you to feel guilty or not, to try to justify your choice or not. Everything in this game is a choice, even things that aren't in the game itself.
All of this would fall over if the story the game told wasn't good. Luckily, the rather simple story is immensely effective. The structure the game ends up taking is as follows: You're in a town. You meet a few characters, with one of them allowing you to stay with them. You get given a goal you need to reach to get to the next town, and a lead as to how to accomplish said goal. You can choose to follow the lead, or find your own way. It's very effective, with each town feeling distinct, real, and interesting. There's also occasional flashbacks to your past, your relationship with the person to whose wedding you're heading. They're done genuinely well. The romance is believable, even if you only see select moments of it, and you can also see how it falls apart through some pretty heart-breaking scenes.
Always Sometimes Monsters is, to a very real degree, the simplest distillation of what a story-based game should be. This could not work as a movie, a book, a painting, or a piece of music. Always Sometimes Monsters is an experience and a story that works only in game form. It's about the decisions we have to make on a day-to-day basis, about how we make them, what they mean, and how they reflect on who we are. It's truly brilliant, and strongly recommended to all. It's pretty cheap on Steam, go get it.
Presentation: 9/10
The only thing that lets it down is some shaky art from time to time. Otherwise, it sounds brilliant, and its story is brilliantly told.
Gameplay: 9/10
Its gameplay is mainly its choices. There's no real flaw with its choices, but a lot of the minigames on the periphery are rather shaky.
Overall: 9.5/10
Brilliant. Go get it. I may not like it more than Persona 4 or The Walking Dead, but there's something here that I respect to the very deepest level. It's ballsy, clever, genuine, and full of charm.
Always Sometimes Monsters is a game that is all about choices. Both at a mechanical and a story level, what defines Always Sometimes Monsters is its choice. In a way, Always Sometimes Monsters is truly unprecedented. It's the first game that I'd say is truly equivalent to a modern-day realistic drama. Whilst I love games like Persona 4 and The Walking Dead to bits, they both rely on fantasy in their story and some very gamey elements in the gameplay. Persona 4 is still a JRPG with combat, and The Walking Dead still has big action setpieces and puzzle elements that are very traditionally gamey. Always Sometimes Monsters has none of this. It's firmly based in reality at all times in its aesthetic, and it revolves exclusively around walking around and talking to people, with very rare breaks for short minigames representing an action one would believably take in the real world.
In Always Sometimes Monsters you take the role of a once promising writer who's completely failed to deliver. Your landlord is cracking down on you and demanding rent money that you simply do not have. To make things worse, you receive an invitation to the love of your life's wedding at the other side of the country. It's happening in 30 days, and it's up to you to scrounge up enough money to keep hopping from town to town in hopes of making it in time.
Beyond that, almost literally anything is your choice. Are you male or female? Straight, gay, bi? Are you a good person? Do you think you're a good person? Are you going to the wedding to be there for someone you hold dear, or in hopes of gaining them back? Will you do honest odd jobs to get there, or try to profiteer off of those vulnerable enough? How good is your work ethic? Do you do drugs? What are your political leanings? What are your religious leanings? What do you like to eat?
This is just the very surface level of all the choices you get to make. The game is truly replete with choices, many of which are genuinely tough. You are strapped for cash, and you could make a lot of money by screwing people over. On the other hand, you can really screw people over. But then some of them deserve to be screwed over, don't they?
The amount of choices is truly staggering, and a good amount of them are tough. Some are very obviously telegraphed, others are not. It really does make the game feel alive and like a real place, even through a lot of the very weird (if, for me, effective) humor put in there.
The thing that the game does best, however, is that it never judges you for your choices. It simply presents you the consequences of said choices, and allows you to feel guilty or not, to try to justify your choice or not. Everything in this game is a choice, even things that aren't in the game itself.
All of this would fall over if the story the game told wasn't good. Luckily, the rather simple story is immensely effective. The structure the game ends up taking is as follows: You're in a town. You meet a few characters, with one of them allowing you to stay with them. You get given a goal you need to reach to get to the next town, and a lead as to how to accomplish said goal. You can choose to follow the lead, or find your own way. It's very effective, with each town feeling distinct, real, and interesting. There's also occasional flashbacks to your past, your relationship with the person to whose wedding you're heading. They're done genuinely well. The romance is believable, even if you only see select moments of it, and you can also see how it falls apart through some pretty heart-breaking scenes.
Always Sometimes Monsters is, to a very real degree, the simplest distillation of what a story-based game should be. This could not work as a movie, a book, a painting, or a piece of music. Always Sometimes Monsters is an experience and a story that works only in game form. It's about the decisions we have to make on a day-to-day basis, about how we make them, what they mean, and how they reflect on who we are. It's truly brilliant, and strongly recommended to all. It's pretty cheap on Steam, go get it.
Presentation: 9/10
The only thing that lets it down is some shaky art from time to time. Otherwise, it sounds brilliant, and its story is brilliantly told.
Gameplay: 9/10
Its gameplay is mainly its choices. There's no real flaw with its choices, but a lot of the minigames on the periphery are rather shaky.
Overall: 9.5/10
Brilliant. Go get it. I may not like it more than Persona 4 or The Walking Dead, but there's something here that I respect to the very deepest level. It's ballsy, clever, genuine, and full of charm.