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[h1]The Last Survey shows the apathy of capitalism[/h1] [i]The Last Survey[/i] (Nicholas O’Brien, 2020) is an hour-long work of interactive fiction about a meeting with a tech CEO. It takes place entirely within the confines of an office building, the manicured rooms of technocratic luxury, detached from the lives of people who can’t afford skyscraper views. As a geologist you’ve come to deliver the uncomfortable news that current mining practices are unsustainable, unethical; an open secret that nonetheless necessitated extensive research and preparation before the CEO, Victor, would hear anything of it. I initially planned to start this piece with some backstory on the state of precious metals mining. Include a few citations to actual researchers who’ve determined the same thing as this fictitious one, likely had similar conversations as that portrayed in the game. My impulse was to appeal to some external authority neither of us had heard of, and that by doing so you’d take this essay and the subject more seriously. But if you don’t already know about the deeply inhumane, environmentally destructive practices surrounding precious metals you are either deliberately ignorant or don’t care. We are awash in facts and figures, numbers upon numbers, graphs that are meant to communicate something to the effect of “this is ♥♥♥♥♥♥” in a way capitalism can digest. Evidently, this hasn’t changed anything. About halfway through [i]The Last Survey[/i], the geologist recognizes this. They look down at their carefully organized notes and tables and know - knew even while making them - that Victor doesn’t care. The state of exploitation and depletion is self-evident and you’re only giving this talk as a formality. Problems come up, corporations “investigate,” people forget. [i]The Last Survey[/i] isn’t meant to teach people that they should care that their phone/laptop/car/the machine that scans their produce, make use of materials all but stolen from impoverished communities. We know this, we choose to ignore it. [i]The Last Survey[/i] is about coming up against the forces that could change things and being met with disinterest and justifications. Capitalism works through systems of fear meant to keep people from pushing at the edges. Fear from the capitalists that their profits will shrink; fear from the working class that they will be left homeless and starving; fear from those in-between that at any moment they could find themselves thrown lower down once again. We see these fears and use them to absolve ourselves of inaction. [i]The Last Survey[/i] could have been about anything and the conversation with Victor would have felt the same. In him is embodied all the inflexibility, empty sympathies, and sidestepping manifested by decades of political brainwashing. There can be no resolution to the geologist’s concerns because there is no way to arrive there without sacrificing profits. So the geologist must be wrong, somehow, even though everyone here knew already that the situation was dire. Anytime a game like [i]The Last Survey[/i] comes out people like to say it will make you think about things or brings up important issues, or otherwise make a show about the fact a video game has anything approaching intellectual depth. We perform a lot of theatrics that a game could actually say something, and then go on with their lives without actually interrogating those ideas any further. That we were exposed to them even briefly is enough to count as having thought about them, and wow isn’t it great that games can teach us things. I’m being reductive and petty, but if your reaction to [i]The Last Survey[/i] or games like it is to nod and agree the world is bad and then go back to your million-dollar murder sim you haven’t thought about any of this. [i]The Last Survey[/i] isn’t about why we need to stop mining precious metals, it’s about how we justify knowing that fact and doing nothing about it. We look out our windows fully aware that our way of life is made possible through the exploitation of millions of people, and resolve to do nothing but feel a bit sad when we buy our next iPhone. [i]The Last Survey[/i] didn’t make me think, it made me feel - enraged, apathetic, helpless, motivated. You can’t quantify these or put them in a graph, they’re driven by reflexive emotion. It’s in the harsh edges of the sketchy animations, the quickening pace of the soundtrack. [i]Faster, faster, there’s still time.[/i] I’m not here to teach someone why it’s bad to destroy the earth but to beat into their head that they can’t go on ignoring that. The research was just the way in the door, nobody’s pretending it matters. But of course, that’s not how this conversation pans out. I clam up, recognize my insignificance as just one person. I have no power here and am appealing to morals that have been carefully culled through years of ruthless ladder climbing. In my playthrough, the geologist couldn’t convince Victor of anything. All their facts, the graphs, the presentation only half presented meant nothing in the face of capitalism’s hunger for growth. Perhaps in the other endings things are more hopeful, but it felt inauthentic to return trying to talk my way into a better resolution. [i]The Last Survey[/i] is a two (arguably one) man play about justifications and the failure of modern liberalism to try to both hold on to capitalism and appear sympathetic to our concerns. It holds you in this limbo and dares you to justify your way out. It would be so easy, after all, just look at Victor. Our impulse to be view as righteous prevents us from seeing ourselves in him, but doing so belies our complacency. It is not enough to know if we aren’t prepared to act. I do what I can, but I’m not kidding anyone. [b][i]The Last Survey[/i] was played using a copy provided by the developer. This piece originally appeared on [url=https://www.kritiqal.com/articles/the-last-survey-capitalist-apathy]Kritiqal[/url].[/b]
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Hours played at review time, across 20 reviews with recorded playtime.
[h1]1.8/10 - "[i]I could never admire men like [url=https://twitter.com/EssayGames]him[/url]; mostly because they only admire men like themselves[/i]"[/h1] Less of a game and more of a statement, The Last Survey tells the story of a private consultant and technical advisor and of his struggles, both external and internal, in the employ of a multinational mining company. All this is conveyed by his monologue and occasional dialogue during a single private meeting with his contractor. Having witnessed first-hand the great divide between the workers on the ground and the tycoons atop their ivory skyscrapers, as well as corporate corruption and the fates of whistleblowers, the protagonist struggles with balancing humaneness and self-preservation. Furthermore, he also struggles with honesty and advocacy, which is where the game shines (whether intentionally or not): reading between the lines, we learn about the protagonist and his own flaws. He thinks he knows best, he has trouble giving an objective and detached report without supplying his own views on the matter, be it on the subject of ore depletion or working conditions.* And taking a step back, we see that the entire narrative is indeed coloured by this subjective and flawed human being. His skeptical and suspicious nature, compacted and justified by bitter experiences, quite understandably gives rise not merely to distrust but to outright disgust with the corporate world that he navigates. This condition is exacerbated by yet another internal struggle, namely that of a stereotypical scientist who feels like his tact and glibness don't come close to matching his analytical insight, while facing-off (such is the protagonist's experience at any rate) against a stereotypically charismatic CEO who, without knowing any details, can talk coils around anyone with which to then constrict them. As a result, the protagonist descends into an ambiguous vortex of legitimate caution and paranoid over-thinking, carrying the reader with him. I say 'reader', as opposed to 'player', because this visual novel pushes the boundaries of what can be considered a game. There are several binary dialogue choices, none of which have meaningful consequences, thus conveying to the reader the futility which the protagonist feels. At this time there are no saves, no settings, not even a 'back' or 'quit' button, and the only way of progressing is by clicking the small 'next' button in the bottom right-hand corner. [spoiler]Clicking on it too often in a short space of time, will trigger the "secret" alternative ending, which I can't help but feel, is little more than an excuse to add the 'multiple endings' tag to the store page.[/spoiler] The blackboard-style drawings are minimalist and artsy, as is the sound track, inspired by indigenous folk music and appropriate ambient sounds, some of which was so annoying that I felt necessitated to mute it. The meat of this visual novel is truly the novel part, which is presented in subtitle format, meaning that the whole experience is fairly short. Taking this and the limited replayability into account, it would surprise me greatly if the game will launch anywhere above $5 full price. * Fortunately, the story never quite veers into proselytizing the stale lies of either saint Greta and the church of climatology or your local drunk hobo/socialist union spokesman, respectively, though it came close enough to have me worried several times. A worry which even the most cursory glance at [url=https://twitter.com/EssayGames]developer Nicholas O'Brien's/Double Underscore's social media[/url] vindicates. What a piece of ♥♥♥♥.
This is a short and no-frills visual novel designed for a single playthrough, drawing attention to a serious and important topic, and it's pretty good at what it does. It makes no attempt at being "a real game". Your options are limited to reading the protagonist's well-formulated observations, memories, and considerations; watching the mesmerising ways in which the illustrations morph into each other to support the narrative; clicking to continue, and sometimes choosing one out of two lines that impact the outcome. I tried to find different endings (my first playthrough took a bit under 45 minutes) before learning that the difference lies mostly in atmosphere and details during the story, unless you [spoiler]fail and are prompted to go back and try again[/spoiler]. I can't call it "enjoyable" and it's not meant to be, but it's certainly educational and/or relatable for people into science communication, environmental and ethical issues. * * * For more recommendations of chill and story-driven games, check out my curator [url=https://store.steampowered.com/curator/35872486]Peaceful Adventures and Stories[/url].
Edit: Changing this to a positive to appreciate the Dev for listening to my concerns with the game. Do go through the thread if that helps you decide on whether or not to purchase, the story itself was nice and the theme well done, my issues are more on implementation than content Came here from the list of under-appreciated games of 2020. This one isn't worth it. The story it tells is probably interesting, and the art is nice and all (but heavily distracting, do I look at the text or the visual meant to artistically represent first? what has more importance?). The thing I HATE about it is that if you have a good reading speed, it abruptly ends your game at that very moment with an 'impatience' ending (you, 'the reader', were too 'impatient' in real life so you get a bad end). It severely kicks me out of the experience. Also, you can only click to go forward, not use a keyboard button which would be way more convenient. Also, there's no save or load option. I came here wanting to like this, but I'd avoid if I were you, or if the dev fixes those issues.
♥♥♥♥
You, a geologist, return from years surveying a company’s mines to present your report to the CEO, in an air-conditioned office on the 19th floor of a skyscraper. A powerful, well-written story about how alienating corporatism is: from beauty, from morality, from any kind of humanity. It’s about a specific impending environmental crisis that we rarely think about, but it reflects universally on CEOs’ practice in any field (see: how Facebook and Twitter refused to take action against misinformation, because it would be bad for the bottom line, until they felt they might face real consequences for their actions). I should also mention the vivid sense of space it creates - the soul-sucking neutrality of the office itself, painted with just words and simple animations. It resonated with me, and I think it would resonate with anyone who's ever worked a corporate job.
Short animated visual novel criticizing capitalism, exploitation of poor countries and workers, and above all exploitation of natural resources, especially mineral resources; very actual topic, it is increasingly difficult to find and extract them. Content is really worth of your attention, the literary style is good. Animation and drawing are very simple, just a visual commentary. I think It would be better to write a novel or a comic-book; video game medium is not so suitable to reading; not by chance, I don't like visual novels so much despite their attention to story, characters and contents. Yes, you have a bit of interactivity because of multiple choice dialogues and you have even a task, a challenge: to get your boss to heed your research on unsustainable consumption of mineral and natural resources. Btw that's not enough; video games should create interactivity, agency, immersiveness, presence, embodiement by means of specific visual language and techniques based on processing. On the contrary, visual novels are a sort of digital version of game-books, the same for The Last Survey. Not my cup of tea for sure. I give thumb up just because of the really interesting and smart content. Received on my curator page: https://store.steampowered.com/curator/26168615-Video-Games-Art-International/
To be fair, I knew it was going to be a short game and was curious to learn if the main theme would carry us around the globe and if we'd actually be able to witness the impact of the news we had to bring to our employer. Spoiler: But In fact we never left the building, at least not in the way we imagined. Using remarkably on point descriptions, we were torn and twisted between our own thoughts and assumptions and those of our counterpart - trying to dodge the dismissal or at least the fairly unpleasant consequencesthis very decision could invoke. It's an essay about a situation, heavily disceted, with some delicate and amusing details. It's supported by a unique soundtrack, supporting well the strain and stress of this situation. It's not suitable for a stream, since the typewriten text should be read individually, after one has been able to witness the hand-drawn animated illustrations. Would recommend it for collectors of unique game-gems."
Stressful and stark. Personal and pointed. Brisk but dense like a good short story. Strong zine vibes, which I love. I would recommend playing with a friend, like a book club. Good for discussion.
[i] My Experience [/i] I likely saw The Last Survey on the same list that many other 2021 players of the game did - John Walker's "The Best Games of 2020 That You've Never Heard Of," featured on Kotaku. His description of the game piqued my interest, and I grabbed it recently when it went on sale. First of all, the game is exactly as well-written as Walker asserts and was a pleasure to read. Although I'm not sure that the story could have only been told in the medium of a game (as Walker asserts), a game seems a good a way as any to experience it. There are a few moments when you choose a dialogue option to continue the conversation and it's possible that this alters the ending, but there was only one choice that made sense to me at each junction. I don't tend to replay games like this, and I didn't replay this one either. I liked the way that the player is made privy to each and every thought of the geologist as they live this experience. It's surprising (but realistic) how many thoughts occur as someone sits in a waiting room, and this comprehensiveness helps the player truly enter the shoes of the protagonist. My favorite things about the game are some of the ideas that it explores, like the symbolic power of the CEO of a multinational corporation. This power defies physical form, and I wouldn't be surprised in the least if developer Nicholas O'Brien had spent some time in the corporate world. The author also articulates well the way that "data" provides an excuse for the most inhuman impulses and decisions in this sphere. Playing the game reminded me of Exxon (the oil and natural gas company) and how it already knew about the climate change that would result from the consumption of its products almost 40 years ago (now perhaps 45) - see scientificamerican.com/article/exxon-knew-about-climate-change-almost-40-years-ago/. The only negative aspect of my experience with the game was a brief, dissonant section of the music towards the beginning of the game that made it difficult to read. However, it's possible that the developer was attempting to evoke through music the anxiety that existed in the mind of our geologist. Anyway, The Last Survey is excellent. Although the game specifically focuses on rare earth metals, this could easily be replaced by other prominent industries in which the intersection of demand, supply, and the environment pose vast threats (such as meat consumption). A lot of inertia exists in industries like these, and it's worth thinking soon and often about how to move towards sustainability.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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