As video games, as a medium, have progressed, we're increasingly faced with more and more difficulty of defining just what a game is. In the old days, it seemed pretty straightforward. A games is a game is a game, and if it is played on a TV or computer, a game is a video game. However, games have slowly taken on more and more story elements and deemphasized the gameplay to the point that there are quite a few games now that have more in common with the cinema than a board game. Indeed
Virginia is a good example, and even the developers don't seem to be completely sure about just what they've made, as the credits refer to it as a "Picture," not a game. Regardless of what you want to call it, though,
Virginia is certainly a bold effort.
Visually,
Virginia has a very striking style. At a glance, the character designs are angular and could almost be called blocky, but upon closer inspection there is a lot of detail, and undoubtedly, the style was a deliberate choice by the developers. It could be a bit of an acquired taste, but after spending a bit of time in the game, it had certainly grown on me, and it's an aspect that could really make or break the game, as style is arguably the biggest thing that
Virginia has going for it.
While the visual style is unusual, the storytelling style of
Virginia is downright daring, and not even just for a piece of interactive fiction. While there is no doubt that this is a narrative-based game, its story is told through visuals alone with no dialogue and minimal on-screen text. Further, the action is not necessarily presented in chronological order, and there are psychotic and surreal breaks that complicate the narrative further still. It almost feels like what might happen if one were to mash-up
Eyes Wide Shut and
Twin Peaks, with a roadhouse scene that particularly seems to be a nod to Lynch's iconic series. By the end of the game, the player will be questioning what exactly has transpired, and ultimately, there are many different ways that one could interpret the story, and it's practically begging to be played multiple times.
Despite the intellectual aspect of the game setting it apart from much of its competition,
Virginia is arguably too cerebral for its own good. While there is certainly a mystery to unravel and puzzle through, I'm not sure how compelling this story would be if it were not told in such an unusual manner. Variable State seem to have been so wrapped up in obscuring the plot that they forgot to create compelling characters, To varying degrees, I was able to follow
Virginia's plot, but its character development felt a bit thin, and I never gained much of a sense of what drove these characters or who they would be outside the context of the scenarios presented. In brief, there wasn't a strong emotional core to the story, and I'm not sure how much of that can be forgiven based on the storytelling style.
LIkewise, while I would like to ignore that this is a game, and treat it as the movie it seemed to want to be, there are interactive elements to
Viriginia, and they feel clunky. Although the player has some degree of control over moment, there's no real action here, and the player has no agency over the game's outcome. While I can usually forgive works of interactive fiction for not fully taking advantage of the medium,
Virginia's gameplay elements feel poorly integrated into the game and often left me scratching my head for what to do. There were several times when I wandered around an area aimlessly looking for something that I could interact with for several minutes, and these were undoubtedly a detriment to the overall experience.
While it's far from perfect, I really do appreciate what was attempted in
Virginia. It provides a dreamlike experience with many provocative images and a mystery that was gripping from start to end. Even now, several days after completion, I'm still wondering just what I witnessed in the game, and there's a good chance that I'll play it again despite the lack of traditional replay value. However, in the ongoing debate over what constitutes a video game, I think it may do more harm than good. While the end product is very interesting, I fail to see how it benefited from being presented as a game, and indeed, what elements of play it does have just seem to get in the way. While I wish it were stronger as a game,
Virginia still has more to recommend it than not, and Variable State does enough here to make them someone to watch.