Short Walk it's just not fun a relaxing game. It's also a really unexpected exit, with a conclusion that hit me hard.
At first, I approached her Short Walk, created by Adam Robinson-Yu, as I do for many other games: running here and there to finish the quotes in the sense of trying to complete the most important task. Like Claire, a bird caught in the desert and desperately in need of cell phones, I was told to go up the mountain if I wanted to interact with outsiders. And then, I went with my idea of playing a straight game in a goal.
The subsequent experience convinced me that this mindset was not the best way to go Short Walk.
I didn't rush into it on purpose. I stop to marvel at the sight of clouds starting to circle the island and the path Mark Sparling's amazing composer song began well when Claire went through different locations. I was attracted by the many conversations I had with the inhabitants of his land. But I couldn't get them inside bright, colorful tones do Short Walk she is so beautiful and peaceful. Until then, I met a rabbit who was looking for him in his lucky head. The rabbit, Sue, told me that she needed a headband to run the next race. It got lost somewhere in the nearby forest, and being a good, ambitious Samaritan, I sent Claire on a chance to search.
Unexpected Turn of Events
It wasn't long before I met a turtle wearing a red pants. A suspicious rendition of events, of course, and Claire's questions on the tortoise pierced my thoughts. There was no foul play, though, and it just so happened that Taylor the turtle had a headache he was willing to part with after hearing of Sue's plight. Claire and Taylor devise a plan: it wasn't the creepy-looking thing Sue wanted but maybe she wouldn't look at the cage and change. If luck needed to get to the race, then Taylor and Claire could help pull her out of the way instead – after all, Taylor was always looking forward to her fight.
Sue didn't make it herself, but what followed was a conversation that completely surprised me. To make the long story short, Claire asked if Sue really needed a bit of luck to compete in this race. Demonstrating distrust, Sue thought that the league title allowed her to reach her goals until Claire realized that it was the training and talent that brought Sue to where she was. “No,” Sue paused. "… yes. I think I know it all," she continued.
It was then that I realized that the game was something special. The dialogue felt authentic and logical, and it was the first one that really stood out in the game that sounded like a lovely banter. I started to take a closer look and found an interesting place. There are some lame characters, and some are sassy. There is a good depiction of a real, low-down human being as shown by these discussion icons presented by these NPC animals. And at least in one case, there is also a fourth wall explosion – a kind of self-consciousness that is surprising because of how well the dialogues are. Short Walk. It was also a pointing finger to remind me that I was more than willing to approach the adventure with a game-oriented mind.
Time for Impact
Despite the depth of the game's popularity, as evidenced by its dialogues, I wasn't quite ready for what happened when I finally arrived. Two hours later, I went to the top of the mountain. I remembered why I was there, even though Claire seemed to have forgotten. He marveled at the beauty that lay before him. When her phone rang, it bothered Claire right now. Who would be on the other side, I wondered.
When I started Short Walk, I had some misconceptions about Claire. She was sitting in the room for hours waiting for a call. I thought he was just a boring teenager – he would put up a phone for himself, not be able to break through the electronics and distance himself from home information. I couldn't have been worse. But I was starting to think about it. Claire's interactions with others did not indicate a youth or adolescent with a mental disorder.
The phone meant so much. On the other side was Claire's mother, who had sent Claire to live with her aunt May. It turned out that my mother had to have surgery, and she didn't tell Claire ahead of time. With the emergence of Claire's reaction, it has been a wonderful experience despite her mother trying to alleviate the severity of the situation. At least, that's how I interpret it. Claire's mother also noted that she was doing well. Claire protested that she might have been there with him.
When I learned to take turns, tears rolled down my eyes. I quickly glanced at my busy mom in the kitchen preparing dinner for the family. Claire's communication with her mother was unexpected and intense. For me, it was a great reminder hard truth about growing up, as well as the traumatic story of death and worry about the health we all experience when we think of our loved ones. It's something I think about often about every new year starting.
I went back to the game to see Claire's conversation and her mother's talk ending. Claire's mother noticed that her daughter was growing up. After the conversation was over, I spent more time exploring. I ran alongside the marchers. I have been flying in airplanes, enjoying the rain and seeing part of the island. I looked for a treasure to write. Before she returned to the wardrobe for the final credits, Claire told her aunt about all our entries. I looked at my real mother and thought of Claire and her mother's speech.
To be honest, I wasn't sure how I felt as the conversation went on. I understood that Claire's mother didn't want her to worry. This is also true, by my own parents. They do not wish to express their concern to me and to the shoulders of my siblings. But as we are all now adults, our parents' concerns should be ours. And, still, they feel guilty and worry that they are a burden. Claire's mother in this situation looks like a selfish person. However, I understood her opinion. That's exactly what my mom would be: reluctant to ask for help and forcibly being extremely precise.
Short Walk it's a good game. I love its portrayal of straightforward conversations and lines in a way that is unpopular with strangers that have betrayed distrust. Sometimes it is easy to talk to strangers to reveal painful facts – as was the case with Sue and the redhead. I have also appreciated the touching integrity of the game with good family relationships, and how we value those we are close to.
My concerns about my parents will not go away anytime soon. But there is another point to all of this Short Walk. In this game about the things we miss out on in life, even though it's because of being overwhelmed by worrying issues, we sometimes ignore the good and others who may be fighting their own battles. I have not forgotten to enjoy the things in my country. Short Walk a good reminder that there is good and bad in this life, and sometimes, frustrating that, just as easy as that.