ANALYSIS: Say no!  More – looking back at the original game, saying no

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ANALYSIS: Say no! More – looking back at the original game, saying no

analysis, game, original

Say no more is wonderful game coincidentally, from Studio Fizbin and Thunderful, where you have to decline what they propose or force you into an office. It’s available starting today, April 9, for PC and Switch for $ 14.99 and for iOS for $ 5.99.

This indie work is weird about you precarious working environment in which it is forbidden to say no where it matters [email protected] Protagonist to change things. And where does the energy come from? Of course, thanks to a walkman and cassette tape that give him the courage to say enough, it is enough to answer “no” to an answer.

Don't say anything more

After playing long and hard, we confirmed the first impressions of Say no More that we had a few weeks ago and found that it is a unique and very fun game with a huge game Embassy hidden. As the levels progress, the story will improve and you will approach new perspectives from which you will observe the abuses that occur when you do not know how to say no. It’s a game that mixes simulation with graphical adventure, has a high narrative load and the mechanics are focused on interacting with the environment and the characters … and says “no”.

Say no More is a simple goal: restore the unicorn lunch box that your roommate debtor gave you and that seems to be owned by all of your superiors. The real goal, however, lies in the subplot that unfolds in your pursuit of justice to get your lunch box back: to be free to say no when something is wrong and to change things in the name of what’s right.

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The story of the game is told by the different mechanics that it suggests, such as: B. laughter or sarcastic clapping, and the no values ​​that the controls allow in relation to the narrative, which are the main dynamic of the game, reported back. In terms of interactivity, this is based on exploring a given, highly entertaining and meaningful discourse. Speaking of the no to interact with, the player has the tramboliko no, the angry no, the cold and sarcastic no.

“It’s fun because it allows you to interact with some movie scenes that laugh at what they tell you and the NPCs will Rayan“.

When we talk about Say No More’s NPC characters, it’s worth noting that they all play important roles in the story, although it seems to go unnoticed that there is even a crocodile coincidentally. At first we encountered other practices: Noah and our fellow opponent, a ball obsessed with work and discipline. Noah surprises us by being a round character who goes through a great development and ultimately plays a decisive role in the ultimate sense of the narrative. There are different characters with curious personalities, but most bosses are cocky egocentrics who believe they have the right to make their employees suffer. The character that stands out the most, my favorite without hesitation, is our great mentor with the look of a pimp from the Nordic gym. He takes you out of your reality and into another dimension so that you see things differently and have the strength to say no, laugh and clap sarcastically in different ways.

The narrative in Say No More has transmedia elements in its course. For example, we can see a very funny debate in front of our character and even the adaptation of television formats from level 5. The narrative arc is fine and both the course of the conflict and the way to resolve it in the end make up meaningful message, I was blown away.

Regarding the pronunciation of the story, it should be noted that the game is narrating the narrative through an external perspective (we see and hear the same thing as the character, but with a semi-subjective vision) and the level of narrative knowledge (the focus) is internal This is the predominant form in video games where the player has a knowledge that matches the course of the narrative. Even so, one of the great advantages of Say No More is the fact that each person can see part of their reality in the game and apply their vital knowledge to the experience of gaming.

The work hero’s journey

Say no! More follows the typical structure of many video games, films and books – the best in my opinion – a variation of the famous Archetype of the hero’s journey. To argue this, what Joseph Cambell summed up in relation to the story in a few steps is revealed – it’s cool because there are tons of such stories out there adapted to the message, the world, and the characters who propose them inhabit and give meaning, and it is impossible that one day the plans that appease the hero’s journey will be over. First, always The everyday world is presented;; In Say No More, the avatar’s roommate gives him an awesome unicorn lunch box, talks about the great internship opportunity, and asks him to pay his rent for that month. Then we went to the office and found a bad image of other trainees and the boss. You send your character to a dingy table and everyone in the office is asking them to do things. The person in charge steals your unicorn lunch box, your **** food: this is a quick one Call to adventure.

That is where the avatar finds himself mentor: the pimp at the Nordic gym who teaches you to say “no” and the various mechanics mentioned to gradually interact with the story. When the protagonist starts saying “no” and knocking down the bullies in the office go through the first door. The bad bosses, the promotion coincidentally, the good and not so good companions, they are Tests, allies and enemies. When he wants to go to the director, he approaches it deepest caveprepares for what is to come. The great test It comes when the CEOs arrive which is done very cool with the above transmedia elements that we won’t be excluding. There is a time when one of the CEOs uses robots as an opponent and they even laugh if you hesitate, and there is even a robot that knocks. The reward, the way back, the resurrection and the Reward with future prospects – Which I’m not going to talk much about so as not to talk to spoilers – it reaches the end of the story in a beautiful way.

You will learn that you will stop being yourself if you always say “yes” to everything, even when it doesn’t seem right. That the point is not always to say “no”, but rather not always to say “yes” when something does not seem rational to you. People appreciate when you are sincere and honest with others and with them. We need to break free and accept that we are all different and very valuable in our own way, even if we are rare and out of the norm, that we should never underestimate anyone, and that money and work are not everything. We are not workers within a system, but people who have to live their lives every day. This is a reflection that seems very important to me and that you encourage in a playful way.

“Get rid of this metaphorical cage we call life”

Mentor in the pimp look of a Nordic gym.

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Reto Don’t say any more

One really cool thing that I didn’t mention is the challenges. There are a few who make me laugh when I say “no” 9999 times or say “no” 99999 times during the course of the game.

There is a personalized drawing prize for reading if you receive any of the challenges. A folio-size drawing when you can say “no” 9999 times, and a huge drawing, whatever you want, when you say 99999 times. You need to send a screenshot of the performance, preferably made by Instagram or Facebook.

Thanks for spending your time reading me … you could always have said no.

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