Tacoma review
Tacoma review

Tacoma review


If you've ever wondered what it would feel like to live in space, boarding the Tacoma would be a great way to find out (at least if you don't mind dropping into the middle of a slowly-unfolding disaster). From the developers of Gone Home, this is another masterclass in environmental storytelling, filled with real people, not just characters, even if you only get to know them through what they've left behind. Their space station, too, has a personality of its own, not to mention some of the best views in the solar system. Tacoma may have a fairly standard sci-fi foundation, but the experience Fullbright has built on top of it is a memorable fable of humanity in the face of adversity.  

The year is 2088, and the crew of the Tacoma are preparing to celebrate Obsolescence Day, the eighth anniversary of the day that advances in AI officially made humans obsolete. We still don't quite trust AIs, such as the station's benign overlord ODIN, to run things entirely unsupervised, though. That's why the station still has a crew of six. Okay, seven if you count the official feline mascot and pet, Margaret Catwood. It's hard not to feel that the crew are a bit superfluous, a point brought home early on by station commander E.V.'s struggle to list their achievements and find something that they weren't simply told to do by ODIN. Even the party was organised by ODIN, down to sending out emails with recipes and instructions on how to make party hats. (Conical hats that I couldn't help noticing looked a lot like dunce caps.) Despite all that, however, the crew are chatting happily and enjoying themselves. Right up until a sudden explosion rocks the station, leaving them stunned and on the brink of disaster.

But I'm getting ahead of myself. You play Amy Ferrier, a contractor and AI specialist who's called to the now-abandoned station a few days later to retrieve ODIN's physical "wetware", the hardware component that makes him who he is, as well as download the station logs. It's made very clear that you're to get in, do your job, and get out, without poking your nose where it doesn't belong. But where would be the fun in that? Especially with such an intriguing mystery to investigate: what happened to the crew, and why?

If you wanted to be glib, you could say that Tacoma is very much what the people behind Gone Home did next. In space. They've again designed an intricately-realised world populated with distinctive, relatable characters, leaving you to explore and play at your own pace. It's far from being just more of the same, though. Aside from the sci-fi setting, which immediately lends it a very different feel and dynamic, it also features scattered augmented reality (AR) recordings, taken by the station's sensors, of the crew at crucial moments. These bring up digital ghosts, walking and talking around you as you continue to poke about. The fact that they're not perfect, realistic avatars, just person-shaped blobs of colour, somehow makes the experience all the more striking, emphasising that the vibrant characters you're tracking are just recorded memories and not real live people in the room with you. Memories of people who aren't even officially part of your mission, but who you can't help getting to know and care about.

The world of Tacoma is absolutely stunning, presented in the same crisp 3D style as its predecessor, with some improvements to things like shadows and floating dust motes to add to the realism. The station follows a classic wheel-shaped design, with a zero-G hub running down the middle and the different modules at the end of spokes, rotating steadily to provide a feeling of gravity. There are leisure facilities, a botanical section, a medical bay, and engineering/network areas. It all feels very carefully thought-through, both in terms of the facilities and the interior design, which does a good job of softening the traditional metal paneling with more organic materials like wood and fabric. The rooms are also full of jaw-dropping observation windows, showing you views out into the void with the rest of the station gently gliding past. At times, I'd just stop and take a moment to drink it all in.

If the station feels like a hybrid of practical engineering and an upscale hotel designed by IKEA, that glossy marketing brochure perfection is brought straight back to reality by its occupants and their reassuringly messy habits. Each crew member has their own living quarters and an office, and they're all packed with personality. One's taking painting classes and was in the middle of painting a bulkhead mural, while another's Britishness is put front and centre by the picture of London Bridge on his wall and the terribly polite letter to his mother in a drawer. He's also into jazz and theatre (going by the playbills). There are books, photographs, discarded food cartons, even toiletries in the bathroom, and all of them can be picked up and played with. Add in the many emails and IM conversations the crew have left behind and you're given startlingly detailed, authentic-sounding portraits of people with their own hopes and dreams, struggles and guilt.

The soundscape is as carefully curated as the rest of the world. The baseline is a steady background of ship sounds, like the air conditioning, booted footsteps, groans, whirrs and hums. On top of that, though, each crew member clearly likes to play their own tunes, providing a distinctive backdrop to each AR recording. Some, like Clive's vintage jazz or Natali's rock, are quite catchy, while others are more like muzak. (The toilets, in particular, all have the option to play musak, presumably for privacy.) One memorable moment is an AR recording of E.V. just sitting on the bed with her guitar, playing "Is that all there is?".

The voice work, likewise, is great. The atmosphere is very tense for much of the game, and the actors do a good job of playing people who are stressed but forcing themselves to keep it together: you can hear the emotion, but they don't chew the scenery. Clive is reserved but (thankfully) not caricatured British, while Natali sounds perky and energetic. E.V., meanwhile, is always striving for a professional tone that inspires confidence in her leadership while still showing that she cares. The station's AI, ODIN, is also a notable presence with his gravelly voice and calm personality.

The interface is minimalist and VR-inspired, although oddly this isn't actually a VR title. You start out on your own ship with no obvious interface at all, just a first-person view that you can control with the mouse and WASD keys. I thought I might get disoriented when I reached the zero-gravity hub section, but it’s actually pretty intuitive: just press forward to fly in the direction you’re looking. When you're looking right at something you can pick up or manipulate, a small labelled bullseye appears and you can then left-click to perform the appropriate action. Once you make it on board the Tacoma, your first task is to put a pair of "ardware" AR discs just below your ears. These have three functions, the first of which is to add an overlay that identifies rooms, puts signposts on the walls, and identifies the objects you pick up.

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Game Info

Tacoma

Platform:
Mac, PC, Xbox One, Linux

Released:
August 2, 2017 by The Fullbright Company

Genre:
Science Fiction

Developer:
The Fullbright Company



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Tacoma

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User Score

Average based on 3 ratings

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User Reviews

Posted by SamuelGordon on Aug 14, 2017

Way too short but worth it

Good: - Great gaming mechanics : it's your job to recover Tacoma's virtual videodata and find out what happened. You can fastforward,pauze... Read the review »



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Peter Mattsson
Staff Writer