Our "Indie Nation" series highlights interesting games from the world of independents.
Handle With Care, the sequel to Polaris and second game in Robert Yang's Radiator series, came out yesterday.
It's interesting.
Where Polaris revolved around a relatively unusual core mechanic (stargazing) placed inside a wholly believable and unspectacular world, Handle With Care is the exact opposite. I don't want to say too much in that direction, as much of Handle With Care's charm comes from the sheer audacity of its premise (and not the fact that two of the main characters are gay, which I fear will become a focal point for those who are easily amused or offended).
You can get it here, though you'll need Half-Life 2: Episode Two on order to run it. Alternatively, you can hit the jump as I try to sort out my thoughts regarding this most unconventional installment in an already unconventional series.
I like the premise, execution, and style of Handle With Care. I also completely disagree with what it has to say.
The basic idea is as follows: as a man named David goes through marriage counseling with his husband Dylan (the only non-player character in Polaris), while you, as a member of the Internal Repression Service, run around inside David's mind trying to take David's memories and feelings (symbolized by fragile wooden crates) and repress them by organizing them into progressively harder-to-reach slots in a massive series of memory shelves.
Except, maybe you aren't.
Every successfully repressed memory effects a subtly negative reaction from the therapist outside David's head. By repressing the truth, he simultaneously lashes out at Dylan and the therapist. Conversely, should the player break any of the intensely fragile boxes within David's mind (presumably letting out all the emotions and repressed memories held within), he receives conflicting feedback: the therapist congratulates Davis for opening up and the player is treated to an orange-tinted recollection of one of David's memories, but the inside ofthe Internal Repression Service is rocked with explosions and floods as it breaks down. The worlds within and outside of David's head provide conflicting goals for the player: will it be better for David's relationship if he represses his memories, or if he lets them all come out?
The ending(s) make no value judgments either way. Should you let out all of David's memories, Dylan sees how you've truly felt over the past few months and decides you should get divorced. Should you succeed in repressing David's true feelings, his own lies and self-delusion save the relationship. Is it better to stay married at the cost of lying to yourself, or get divorced while being honest? Given that the therapist rewards one course of action while the inside of David's head rewards another, the game thankfully refuses to boil down these ultimate choices to simplistic "good" and "bad" outcomes.
But that's not what I disagree with.
The actual act of stacking and organizing these memory boxes is so goddamn difficult, and requires such dexterity, that Handle With Care's symbolic spine simply broke in half once I reached the game's midpoint.
David's memories will break apart if you so much as look at them sideways. Brush one against a wall one too many times, and it'll explode. Try to use one like a stepping stone, and it'll explode. Drop it, and it'll explode. While the cosmetic act of exploding matches what the explosion seemingly tries to represent -- emotions violently escaping from David's subconscious -- the sheer ease with which these boxes detonate seems to run completely counter to everything I feel about the act of self-delusion.
It's easy to be completely honest with yourself, the game says. Symbolically, you can just run into your mind and start throwing shit around willy-nilly, and you'll soon experience true self-realization. Conversely, the act of lying to yourself is much, much harder and requires an incredible amount of planning and dexterity. If you've gotta repress a memory by placing it on the very top shelf where seemingly no ladders can reach, you're going to have to build a staircase of other memories, then very lightly step on those memories, then throw the memory into the slot and pray it doesn't hit the sides and come tumbling back down at you. Any slip in this process, no matter how small, will result in the true depths of your psyche forcing their way out of your head.
Something about that just doesn't ring true for me.
In real life, isn't it easier to lie to yourself? Doesn't the act of self-realization require a devastating amount of honesty, effort, and courage? Sure, it's cathartic and satisfying to run around David's mind, haphazardly tossing crates into one another once you realize the point of the game, but the metaphor just rubs me the wrong way. After the game's halfway point, your shelving assignments get so insanely difficult that telling the truth to yourself actually becomes the easy way out. Maybe it's just me, but that feels incorrect.
Then again, that's almost besides the point. The fact is: I'm critiquing Handle With Care not on the basis of its graphics or fun factor, but in terms of what it is trying to say. Regardless of whether or not I agree with anything Handle With Care says, it presents those ideas clearly and imaginatively. It's not even worth comparing to Polaris given how sharply its metaphors and metaphysics clash with Polaris' directness, but it definitely serves as an interesting complement to the first Radiator game.
Get it here.
Note: It's hard to find a way of saying "I agree" while also being uninformed of the first-hand experience.
With a message based-game like this, the gameplay mechanics has to match the message trying to be delivered. I, too, have not played this yet, but it sounds like they're working against each other here. Still, it's nice to see someone attempt to represent concepts like memory repression in gameplay. Even if it's not entirely successful, it's good that they tried.
I'll try to play this soon, to see if it makes me feel the same way.
I feel like we've witnessed the gaming equivalent of a Pitchfork band here.
Isn't that sort of how critiquing should be? Not to bring up the whole "game critic vs. game reviewer" thing...
I know from going to therapy myself throughout my life - both for myself and couples therapy when my partner and I were going through a particularly rough patch - that with a professional therapist and the right kind of environment, those memories you've blocked off become that much more raw and fragile and being honest about things doesn't take nearly as much work as trying to keep the deluge from bursting forth.
Anyhow, I'd definitely want to check out this game if I had a PC and could play with HL2 mods but alas, I only own the Orange Box on the 360 and a MacBook Pro.
Yeah. I'm just trying to point out (poorly, I guess) that the game is actually good at conveying ideas which can then be debated, rather than something like Grand Theft Auto or Assassin's Creed or whatever where the critic generally has to do a bunch of mental gymnastics to come to a likely unintended theme, which only then can they debate.
Plus, I'd argue that lying to yourself is REALLY HARD - ever talk to any gay friends about staying closeted? Ever read Crime and Punishment? Paradise Lost? (... and in other news, I just compared gay people to murderers / Satan.)
I guess I just have a wholly different opinion regarding self-deception: Crime and Punishment, if nothing else, struck me as a story about how ridiculously hard it is to give up your own self-delusions (I'm a Superman and even though I feel intense guilt, I'm not willing to face the truth of my actions) in favor of painful honesty. Plus, most of my gay friends (as they tell it to me, anyway) had more trouble lying to others than lying to themselves. Accepting their actual homosexuality sounded like the scariest part of the whole ordeal.
HWC is soooo freaking deep, like you might want to stay together but lieing to yourself is also bad. There is no good or wrong here. Also the memory's are very poetic and they made me feel emotions (for like the first time ever xD, no but seriously they were deep too). And what I love more is the ending, I'm not sure if other people noticed this but whether you break all the boxes or stash them away it will always give you one last box. And it was perfect timing for me because I was JUST about to leave before the last box dropped.
Now my favorite part is the very ending where it's labeled X9 and of course there is no X9 so it kind of symbolizes that you can never truly keep all of your emotions bottled up. So if you decide to brake that last box it will take you to one last map where it's like a movie set and it's all props and everything and is has all the memories and emotions there. And I'm not sure about this but I THINK that's to symbolizes that whether you stay together or get divorced the relationship was still one big act or play.
Very deep and very symbolic, I'm not sure if the creator meant for all that stuff to mean what I said but even if he didn't I think he's a genius and deserves to be praised.
Also I learned how to find North with the stars :D
OH and one last thing, did anyone notice that once you come out of that first room into the big stashing room that if you look left and up you'll see a window and someone is looking down on you. It's almost like Gman from half life.
I think maybe the difficultly of lying vs truth may be to do with context. Perhaps at this point, the relationship has put so much strain on James that it has become so hard to repress his feelings any longer. However James still loves Dylan hence the player is encouraged to repress the feelings in order to keep the relationship alive.
As for the gameplay. It isn't too hard if you take a different approach. I manage to complete it without using boxes for steps or throwing them.