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- Gnosia Review – In Space No One Can Hear You Scheme
Sunday, March 5, 2023
Genre – Mystery, Social Deduction, Thriller Play Time – 20 hours Developer - Petit Depotto Steam VNDB
With Knives Out and Masks On
Trapping
a group of people in a remote location and forcing them to into a
game of social deduction is a premise with a surprising among of
interesting scenarios to give despite how simple it is at its
core. We have death games like Danganronpa, more mystery orientated
titles like Virtue’s Last Reward or multiplayer experiences such as
Among Us and each brings a unique angle to the same basic idea.
Gnosia seeks to add its own flavour to this sub-genre by taking the
social deduction aspects of a game like Among Us and simulating it in
a single player narrative visual novel where the player is trapped in
a time-loop focused around this element. There is more to this game
than that simple summery allows and bellow the surface is a
distinctive sci-fi world. However, do all Gnosia’s parts work in
combination or is the idea of a single player social deduction game a
fundamentally flawed idea? Let’s get trapped a spaceship with a
monster and find out.
Trapped In A Nightmare With Me – Narrative and Themes
At
its core Gnosia is a mystery thriller with a large helping of sci-fi
to spice up proceedings. The cast has just escaped the destruction of
a world at the hands of the gnosia only to find out there are an
unknown number of gnosia onboard the ship. The gnosia infect humans
and as such it is impossible to immediately tell which of the crew
have been turned and only through debating it and social deduction
can the crew save or doom themselves. This is the base premise the
player is initially presented with but soon after they have
navigated their first encounter the gnosia to its conclusion, they
find out that they are trapped in a time loop where they relive these
debates again and again.
On a base level this gives Gnosia a constant
sense of tension since you never know who is on your side and who is
against you whether they be gnosia or someone who believes you to be
a gnoisa. This feeling that everyone has their knives out and is just
waiting for a chance to off you creates a narrative paranoia which
the player must overcome as it is the only chance they have of
escaping this loop. On top of this you are given the opportunity to
choose to be the gnosia and turn the dynamic on its head while seeing
the story and characters from the angle of the monster and providing
another means to understand what makes them tick and piece together
what is really going on and why you can be the both hero and villain
of the story. It helps that the overall pay off for the time spent in
these loops is engaging and suitably ramps up the stakes to make the
later cycles hold more weight in the journey towards the truth.
One
of the most striking ways in which the game complements this pit of
snakes is through contrasting it with the vivid universe it provides
snippets of. A world were people merge themselves with cats, dolphins
walk among us and complicated cast systems rule the galaxy from the
shadows. These elements and more help shape our impression of this
world and their variety makes each new fragment of information a
delight to uncover and move towards a more complete understanding of
the situation. Just as the overarching mystery is careful to never
reveal more than is necessary, the world is kept to single pieces of
knowledge told to us by characters who consider it normal and do not
expand on it in much depth. This allows from it tantalise the player
with the possible complexity on offer but also does not overstay its
welcome and make the player wish the game would just move on to
something more important. Despite all this praise the universe of
Gnosia, it can sometime rub a bit too close to the stupid and causes
tonal problems when put alongside the life and death drama the
characters are undergoing. While this issue does not come up very
often, it can still be jarring to have it happen when you were trying
to take the events seriously.
Forming
the backbone of the narrative is the theme of identity which finds
its way into every aspect of the game. From the mechanic search for
the identity of the gnosia, to the characters quests to define their
own identity in the world, to the player’s choices about what sort
of person the protagonist is, it is an inescapable thread linking all these
parts together. It works especially well with both the serious and
the upbeat moments by being a universal concept etched on our lives
through the ups and down. This makes it easy for player to empathise
with the struggles of the characters when they are presented to you
through a familiar lens but in an unfamiliar manner to spice this
know quantity and create an engaging story. Gnosia is one of the
strongest representations of what it means to hold an identity in the
modern world and provides a uniquely nuanced and accepting look at
the consequences of this environment. Despite this being a future
were we have not resolved our differences, it is still an oddly
hopeful one when it comes to freedom of identity and how this process
heals everyone involved.
Space Is A Strange Place – Characters
In
a game so focused around social deduction the quality of the
characters holds greater significance than it would in other genres,
since it needs them to act as both narrative and mechanical elements.
Gnosia mostly sticks the landing with its colourful cast but there
are a few aspects of how they are often presented which prevent them
from truly reaching their potential.
The
narrative focuses around the duo of the player character and Setsu
who share the ability to remember previous loops and for most of the
run time it is their struggles you will experience. Having a
companion in your endless cycles gives a surprising level of warmth
to the cold void of space knowing that, even if they stand against
you in the debate, they are working towards the same end goal as you.
It also helps invest you in Setsu’s own journey as they come to
grips with their place in this crew and in this universe as a whole
and your closeness to them lets you form the bond necessary to cheer
for them every step of the way. By investing in this connection the
player furthers their immersion in the role of the player character
through a little bit of role-playing stimulated with the focus around
a central companion character. This bond is by far Gnosia’s most
impressive narrative achievement as it could have gone wrong so
easily if Setsu had been too present or too absent from the story or
simply had an irritated information dumping role and it is a
testament to the developer’s skill that the final result is such a
strong dynamic.
A
ship of fools is perhaps the most apt way of describing the rest of
the cast. Each brings something wildly different to the table, they
often rub each other the wrong way and they all have something to
hide. Forcing them all into a life or death situation where they have
to work together to find the monster hiding among them allows these
characters to slowly reveal more about themselves in a natural
manner. In combination with the many loops the player undergoes,
there is enough space to explore them in great detail both as crew
and as gnosia and this possibility of being the antagonist gives them
a depth by showing them not simply as they want to be seen but also
as they are like with the mask off. The variety of personalities on
display is astonishing with the energetic Comet being contrasted with
the silent Kukrushka and the reserved Gina with the arrogant Raqio.
The narrative thrives off their interactions and for most of the
early game scenes between small sections of the cast form the
majority of what the player experiences, so it is a good job that they
are so strong and emotive. Gnosia would not be nearly as memorable as
it is without the focus on these characters and when you walk away
from the game it will be your time with them that you will remember
above all else.
There
are two characters who muddy the waters of the excellent cast and
these are the talking dolphin Otome and the grey alien like
Shigemichi. They are not by any means bad characters but they suffer
from the same tonal issues present in the world building. Both are
played up for humour far more than for serious moments resulting in
them feeling like joke characters by comparison to the rest of the
cast who have levity but only in small amounts and are generally more
well rounded. This is not helped by the fact that the game often uses
them as jokes even when they are meant to be a threatening gnoisa
which indirectly undermines the menace of the gnosia in general.
There is always some need for humour to prevent a story from becoming
so serious that it wanders inadvertently into parody, but this is a
fine line and one which Gnosia repeatedly stumbles over much to its
own detriment.
Brilliant Stars In The Night- Visual, Audio and Gameplay
When
it comes to the technical side of the game Gnosia there is a clear
vision of how to implement its features to sell the feeling of being
trapped on a spaceship in the far future. The music and visuals do a
lot of heavy lifting to immerse you in the strangeness and tension of
the setting. While the gameplay makes the player feel the experience
of a time loop in an almost visceral way. However, a few strange
missteps led to unnecessary frustration and poor pacing.
The
art and music direction of Gnosia is the place where its world
building and characters are invoked in sensory manner to complement
the way they are written. Visually the distinctive character designs
lend a lot to presenting their personalities to the player without
them having say a word. You can tell the type of world that they
belong to by the way they dress and hold themselves as well as
providing small hints as to what to expect from them when the debates
start. It also makes it clear who they are at a glance which helps
prevent any confusion that might occur in the chaos of the debate
where everyone is regularly cutting in with their own opinion and it
might otherwise be hard to tell them apart. They also comfortable fit
into the general sci-fi aesthetic of backgrounds and CGs to form a
whole vision of a distant future entirely distinct from our own time.
The music complements this feeling with its synthesiser tones and
leanings into a looser and almost magical audio landscape. In its
totality the experience of playing the game is greatly aided by how
much the two aspect complement each other.
To
effectively communicate the situation of the player character, gameplay is utilised in the form of a repeating cycle where a new
gnosia much be identified. Each loop consists of a series of debates
about who is the gnosia interspersed with down time to try and
convince other crew members to side with you and intermittent
character and plot scenes. This repetitive structure works in the
game’s favour by immersing the player in the role of the player
character through having them experience a similar situation. It also
allows for little triumphs and failures to occur more often, while
preventing either from becoming so common as to frustrate the player
or make the challenge of the debate seem trivial. A wonderful balance
has been reached with how the game gives the player new skills to use
in the debates and the increasing escalation in the complexity of the
debates and the result is a well rounded progression of difficulty.
Having the resistance escalate as the player grows closer to escaping
the loop helps increase the tension and also the longing for success as
the player knows that this is a sign that they are on the right
track. It is surprising how well all these elements work in tandem to
create the time loop without stepping on
each others toes and the final result justifies Gnosia’s choice to
implement these systems.
There
are some strange issues with the gameplay which hold it back and
these have to do with the way it backloads most of the plot and how
the later sections introduce gameplay scenarios which are wholly
dependent on RNG. The game opens strongly with a flurry of plot
developments which are nicely tied into the character arcs of the
main narrative players, but shortly after this point new plot scenes
almost entirely dry up. This results in the middle of the game
feeling as if it drags on for far too long with the player simply
left to play through the loops without any sign that they are making
progress. A choice like this risks loosing the player and is highly
unnecessary given the later plot elements could have easily been
redistributed, since they do not have anything which specifically
requires them to be located at the end of the game. As for the late
game scenarios, these consist of challenges the player must overcome
in order to progress which sounds like a fine idea in theory but run
up against the inherently RNG nature of the debating system. Turning
debates to focus on a specific direction is difficult to achieve due
to the other crew mates attempting to do the same and the system
where the player is punished for being too aggressive in their
attempts to move events by having the crew turn on you out of
suspicion. The result is a frustrating reliance on the whims of other
crew mates to carry the debate and they are often more of a hindrance
than a help.
Verdict –
Its unique brand of single player social deduction coupled with
its vivid universe and strikingly human characters make for an
enthralling take on the genre.
Pros
+
A cast who are flexible in their personalities allowing them to be
the hero or villain of a loop without it appearing contradictory to
who they are at heart.
+
Touches on a variety of issues relating to identity and makes them
fit into the character arcs.
+
The setting is rich in a distinct style that merges the mundane with
the absurd to create a living universe.
+
Through the debates the player gets an intimate sense of what defines
the characters which complements how they are presented elsewhere in
the narrative.
Cons
-
Some characters feel as if they exist as just a joke and feel out of
place next to the heartfelt struggles of everyone else.
-
The plot progresses extremely slowly after the early game and it can
feel as if you are doing something wrong.
-
There are some scenario’s in the later part of the game which are
frustratingly wholly dependent on RNG for your to suceed at them.