As the Switch grows in popularity more and more indie developers are
porting their successful mobile and PC games. But despite enjoying huge
unexpected success on Steam, do Console players want to play a game that’s part
3D scavenger hunt and part text adventure?
Developed by Robot Gentleman
Released in 2018
For a game called ‘60 Seconds!’ I seem to have sunk an astonishing
number of hours into Robot Gentleman’s quirky survival comedy. It’s a game of
two distinct halves and the name actually alludes to the part you’ll play
first. The Reds are about to drop a nuclear bomb on a small American town. You
have just one minute to collect as much as you can before diving into your
personal fallout shelter. Playing as Ted, the game is viewed from above as the
slightly portly Dad rushes around his small house clumsily knocking over as
much as he grabs. However as he is limited by how much he can carry, what
should Ted prioritise? Should he make sure his wife and two children are safely
secure in the shelter or selfishly ensure his own survival by gathering water
and food? Is a rifle more beneficial than an axe, is there a need for a radio
in a shelter or would a gas mask be of greater use? In each play through the
house layout and the placing of the items is randomised, which certainly adds a
sense of panic to the item hunt. A player may want to take medical supplies
with them but unless you can find them in the strict minute limit you’ll have
to leave them behind. Thankfully you are granted a brief amount of time to
scout out the items in your home prior to hearing the whaling sound of the
warning alarm. How long this is depends on the difficulty setting, but its
Seconds rather than minutes.
When a section of a game must be completed in a tight time limit it’s imperative
that controls are responsive. Frustratingly this isn’t the case with ‘60
Seconds!’ Ted will only pick up something if it’s directly in front of him
which frequently wastes valuable seconds. Equally annoying are moments when
there are two items in front of him, as half the time he’ll waste an inventory
space picking up the wrong one. It’s telling that for their follow up ‘60
Parsecs’, Gentleman Robot have made the foraging part of the sequel 2D. In 3D
there simply isn’t the precision needed especially when the consequences of
your item selections matter so much in the second half of the game.
Once the minute time limits have elapsed, Ted will find himself in his
nuclear bunker surrounded by anything he managed to grab in the time limit.
Depending on the choices made by the player this could include his wife and
children but it’s entirely possible he is there on his own surrounded by
bottles of water and cans of tomato soup. Now viewed from a static side-on
perspective this section of the game plays similar to a visual novel as you try
to survive as many days as possible. Every day you will have to decide how much
rations and water you will give to each surviving family member. As a rule
they’ll need to drink at least every four days and eat every ten but sticking
to this minimum requirement will leave them weak and frail. Military help is on
the way but when it’ll arrive varies each game and to be rescued you’ll have to
ensure your resources last till then. Water and tin food allocation isn’t the
only decisions to be made. As the days pass you’ll be presented with various
situations that require difficult decisions to be made. These range from
insignificant things like what you’ll give to a family member on their
birthday, to more harrowing dilemmas like will you amputate your wife’s
infected feet.
At various points you will also have the opportunity to send out
a scavenging party, which will allow you to potentially get more rations or
resources. However to do this you’ll have to a family member strong enough to
go. Along with the chance of great reward, sending a party out of the bunker
carries huge risk though. They could return with food and water but they’re
equally likely to come back with radiation poisoning or a hideous injury. It
feels like every decision made has an initial 50:50 chance of leading to a good
result. You can increase the odds by sending them out with weapons or
protective equipment but success still depends on random chance. While this
means each game plays differently, it does mean victory is also out of the
player’s hands. The survival section can last minutes or potentially extend
over an hour depending on what options are presented to you. Each day lasts
around a minute once you’ve read the family diary, allocated supplies and made
the moral decisions. I’ve escaped after 20 days but also still been trapped
after 70.
For most of the time during the survival section a player will simply be
reading text. Thankfully the game has a wonderfully dark sense of humour that
holds a player’s attention and makes some of the more horrific situations more
palatable. Let’s not forget that ‘60 Seconds!’ depicts people starving to death
while succumbing to madness or infection. “As with a lot of comedy involved in
‘60 Seconds!’, we couldn’t just make the [game] a realistic experience” says
Gotojuch. “Every bit of it was tied into the dark comedy vibe that starkly
contrasts with the seriousness of the nuclear apocalypse theme.” Without a
comic edge the game would be repulsive to many.
According to Gotojuch ‘60 Seconds!’ consists of over 200 pages of
content. Despite this, the longer a game lasts the more you’ll read repeated
paragraphs. However, even if an identical situation presents itself there’s no
guarantee you’ll see the same results from the same choices. There doesn’t seem
to be a correct way to play the game which may frustrate many. “Basically it’s
an ‘experience your own end of the world story’ game” claims art director
Juliusz Zenkner. However, you don’t really write your survival story; you’re a
participant in it. The game’s ending is ultimately and randomly decided for
you. “There are two happy endings to the game and about a dozen unhappy
endings, where the family perishes or loses their fallout shelter” says
designer Dominik Gotojuch. “Although they are not scripted to happen on any
particular day, their number is finite”. ‘60 Seconds!’ is rather like a ‘Choose
Your Own Adventure’ book in this way; only without the ability to flick back
through the pages should a choice lead to ruin.
It is a game you’ll probably play mute though as the music repeats even
more than the text does. At least it’s an intriguing soundtrack, almost a cross
between ‘The Walking Dead’ TV theme and historic propaganda films. “One of the
inspirations behind ‘60 Seconds!’ was the Cold War era fear of the nuclear
apocalypse” says Gotojuch. “Indeed, the game is set in 1950s suburban USA. We
drew a lot from that period, both story and art-wise, looking up comic books,
books and films”. As distinctive as the visuals may be, there isn’t enough
variation or animation. The family sit for the duration of the game, hardly
moving and only changing in appearance to reflect the passage of time or a
story event.
But despite the repetition of the gameplay, visuals, music and text I
couldn’t help but become hooked on ‘60 Seconds!’. There’s an addictive quality
to the game, a constant nagging feeling that you’ll do better if only you had
more water or had sacrificed the daughter at the start. The game doesn’t stand
up well to prolonged sessions but if you’re like me, you’ll find a quick
attempt on ‘60 Seconds!’ becomes a ritual when you first sit down and play at
the start of a journey. “I believe that ‘60 Seconds!’ [...] is good for
travelling“says the game’s designer Radek Smektała. “If you are sitting on the
train, for one play through, that’s perfect.” This is why the game is perfectly
suited to the Switch. I found the touch screen made allocating supplies easier
while the analogue stock on the joy-con controllers made the opening scavenge
more enjoyable. “Nintendo’s Switch helps us fight the boredom and passing of
time” agrees Zenkner.
The only sticking point is the price on the Switch eShop. On Steam the
game is £7 but for Nintendo players this increases to £10. While I’ve played
the game for a dozen hours and got my money’s worth ‘60 Seconds!’ certainly
isn’t a game for everyone. I can imagine many would be bored by the amount of
reading while others could feel frustrated that it’s not always possible to win
through no fault of the player. For that much money it’s quite an expensive
risk for a game that’s so divisive.
Fortunately ‘60 Seconds!’ does see price
reductions and I picked it up for a little over £2. For that price it’s worth a
punt, even if you only make two attempts to survive and turn the game off
before the monotony kicks in. You’ll certainly laugh, and most probably learn a
little bit about how far you’d go to survive in the event of a nuclear
disaster. As Gotojuch puts it; “If you think about finding yourself in a
scenario when you know that the world is going to end very soon, what is it
that you do? What decisions do you make? Do you try to survive? How? With what
and whom?” Sadly, if I’m ever in Ted’s shoes the outlook doesn’t look good for
my daughters!
No comments:
Post a Comment
Note: only a member of this blog may post a comment.