- Nov 16, 2006
- 7,902
- 9,004
- 136
Just completed a number of runs through The Stanley Parable, which turned out to be an entertaining and weird 2-3 hour diversion that's a perfect break between playing other 40 hour long combat grindfests.
You play as the eponymous "Stanley" and there really aren't a whole lot of ways to describe this game without giving too much away. Its a game about choices.
The game is a walking sim. The game is very cleverly written. Excellently narrated. The game can last anywhere from a couple minutes to a couple hours of play, depending on how much you want to get out of it. Although I had a fair bit of fun, the game's central gimmick gets somewhat tedious and getting maybe 2-3 hours out of it is the most anyone can reasonably expect.
Think of the game like Portal 1. It has a really good core concept that's a little under baked and hangs around just long enough to be refreshing without getting overly tiring. If this game got a "Portal 2" treatment with a more fleshed out concept, it would really be something.
If you're into indie gems, pick this up for a fiver and have a good time.
For those that have played the game, some thoughts with spoilers below:
There were a couple endings I really enjoyed. The "Choice" ending where you defy everything the narrator tells you to do and end up existing outside the game. The "Insane" ending where Stanley goes stark raving mad. And especially the "Bomb" ending, which put up red herrings everywhere to make me feel like I could solve the countdown timer while the narrator taunts me despite their being no actual puzzle to solve.
Some surprised me by how committed the developers were to breaking the 4th wall or sticking to their gag, like the "confusion" ending that had the literal plot line laid down for you to follow or the "museum" ending that suddenly had a benevolent female narrator butt in and lead you through a development gallery for the game.
Ultimately the Stanley Parable was at its best when it utilized player movement (or lack of movement) as the vehicle for choice (such as jumping off the platform and avoiding the red doors) and was at its worst when simply asking you to hit a series of buttons. It really felt like the game was making up a story as you moved, like narration parkour, and demonstrated excellent play-testing and level design.
I'd love to see this idea expanded and built upon.
You play as the eponymous "Stanley" and there really aren't a whole lot of ways to describe this game without giving too much away. Its a game about choices.
The game is a walking sim. The game is very cleverly written. Excellently narrated. The game can last anywhere from a couple minutes to a couple hours of play, depending on how much you want to get out of it. Although I had a fair bit of fun, the game's central gimmick gets somewhat tedious and getting maybe 2-3 hours out of it is the most anyone can reasonably expect.
Think of the game like Portal 1. It has a really good core concept that's a little under baked and hangs around just long enough to be refreshing without getting overly tiring. If this game got a "Portal 2" treatment with a more fleshed out concept, it would really be something.
If you're into indie gems, pick this up for a fiver and have a good time.
For those that have played the game, some thoughts with spoilers below:
There were a couple endings I really enjoyed. The "Choice" ending where you defy everything the narrator tells you to do and end up existing outside the game. The "Insane" ending where Stanley goes stark raving mad. And especially the "Bomb" ending, which put up red herrings everywhere to make me feel like I could solve the countdown timer while the narrator taunts me despite their being no actual puzzle to solve.
Some surprised me by how committed the developers were to breaking the 4th wall or sticking to their gag, like the "confusion" ending that had the literal plot line laid down for you to follow or the "museum" ending that suddenly had a benevolent female narrator butt in and lead you through a development gallery for the game.
Ultimately the Stanley Parable was at its best when it utilized player movement (or lack of movement) as the vehicle for choice (such as jumping off the platform and avoiding the red doors) and was at its worst when simply asking you to hit a series of buttons. It really felt like the game was making up a story as you moved, like narration parkour, and demonstrated excellent play-testing and level design.
I'd love to see this idea expanded and built upon.
Last edited: