- Write on this blog more about my games and keep on Instagramming them.
- Log my games on BoardGameGeek
- Get a game h-index of at least 10 (play 10 game, 10 times – got two legacy games on the go which should help with this one)
- Get a player h-index of 10 (I have a large group of people I regularly game with so this should be relatively easy)
- Play at least one new game every month (already completed this one for Jan!)
- Play at least six games that take the best part of a day (I usually get a few of these in, but six might require a bit of effort on my part)
- Keep gaming and keep having fun!
This is the set up for Fragments of Him, a walking simulator by indy developer Sassybot. It’s a title that is more narrative experience than true game, taking the player through the life of Will, the eponymous Him. As it does so, the game explores the true nature of love and grief, as well as tackling topics such as polyamory and homophobia.
The narrative follows the three people who loved Will most: first Mary, his grandmother who raised him, then Sarah his ex-girlfriend who stepped aside allowing Will to find true love with Harry, whose grief over losing his partner is shown in the final act. Throughout this, we see Will as he prepares for the what will ultimately be his last day, thinking of the past and looking forward to the future.
Certain aspects of this story line were expertly done. Hearing Will’s voice over as he plans a future the player knows he will never have does a fantastic job of reaching right into the chest, grabbing the heartstrings and yanking. It’s a cheap trick, but an effective one.
I also enjoyed Mary’s story. She does not react well to learning of her son’s male lover, and getting a view inside her head as she tries to justify her reaction was a very interesting take on homophobia I haven’t seen before.
However, Sarah and Harry’s stories were less compelling. The game repeatedly tells you how in love Will is with the pair, but never really shows it. The end result is I never felt connected with either character. There was an interesting story buried in there somewhere, but it was somewhat lost in the telling.
The gameplay was also disconnected from the story for the most part, just requiring you to move around and click on different objects. There was no real choices to be made, no grand vistas to explore, just you plodding through the story. This made things drag in some places, particularly when you had to spend a minute searching for one thing you missed to click on.
There were a few places however that this play style was used very effectively. During Harry’s mourning, you have to go through the house clearing out everything, really hammering home the sense of complete loss.
The graphics were very minimalist, clean lines all shaded in a sort of off-white grey scale. Bleaching all colour out of the world really helped to add to the sense of desolation, echoing the sense of mourning once again.
The characters were portrayed as blank mannequins, instead relying on voice overs to convey emotion. Thankfully, the voice acting was spot on and a few other clever tricks helped bring the characters to life, though not enough to compensate for the flaws in scripting.
When I finished playing Fragments of Him, I walked away thinking: about life, love and loss. I think this was the game maker’s plan, so well done. Purpose very much achieved.
Summary: An intriguing, but flawed story about loosing a loved one that doesn’t quite measure up to its promise, but a worthwhile play none the less.