Developer: Zoe Quinn
Release: 14th February 2013 (PC, online)
Trigger Warning: This review contains some discussion of depression in the context of a game.
For my part, I was extremely excited as soon as I found out that there
was a game which aimed to show the player what it was like to live with
depression. Even before I'd played the game myself, I supported it on Steam,
because I knew it had to be good. I've long thought that more people should be realising
the potential of games to educate and convey different life experiences, and
raising awareness about depression is just about one of the best and most
suitable uses for gaming that I can think of. I have close friends who suffer
from depression or very similar mental states, and I regret that I haven't
always been as supportive as I could have been due to not understanding their
condition well enough. I could have used a game like Depression Quest years ago, but I'm just glad that it's around now
to hopefully benefit as many people as possible. I'll definitely be passing it
along to anyone I can think of.
The gameplay of Depression Quest
is more like interactive fiction than a traditional video game, and on more
than one occasion it has been compared with the complex Visual Novel Analogue: A Hate Story. In total the
game consists of over 40,000 words of text, and depending on the choices you
make as the game progresses, you will be presented with different scenarios and
have different options for responding to them. Three static-filled grey text
boxes at the bottom of the screen track your progress with your depression,
therapy and medication respectively. Depending on how you deal with your
depression, some options will become unavailable to select, although even
before you have a chance to make any choices in the game, there will be routes
you cannot take. I saw these as the game's way of showing that with depression,
some things are just impossible to do, no matter how straightforward they might
sound. I was surprised and pleased the first time that I realised all of the
options for a scenario were open and I was completely free to choose whichever
one I wanted.
In spite of the highly interactive nature of Depression Quest, a lot of the time it feels like events are out of
your control and that trying to influence them is an exercise in futility. I
think I picked a lot of "good" options during the game, but even
then, I could choose what I thought was the right course of action only to have
a character (my significant other, or my mother for example) interpret my
actions in completely the wrong way, leaving me floundering and confused as to
what I should have said or done differently to make them happy. Or I could
finish a scenario feeling pleased with how things went only to wake up the next
day or a few days later back to square one, still battling lethargy with a
whole new set of challenges to try and surmount. Often I would hold my breath
while picking an option, hoping against hope that it was a good choice and
wouldn't completely mess up my job, my life or my relationships with the other
game characters.
I appreciated that at the start of the game, the player is described as a "mid-twenties human being" without specifying gender or anything too prescriptive that might keep them from stepping completely into the character's shoes. I thought that the game was going to do the same with the player's "significant other", whose identity is at first only given as "Alex", a fairly gender-neutral name. Unfortunately, we do find out through the use of pronouns that Alex is female. I can understand that going to pains to avoid giving the gender of the player's significant other might have been time-consuming and beside the point of the game, but it would have made a nice change and been another positive trend for Depression Quest to set amongst all the other great things it is already doing. Having a female significant other has caused a lot of people to assume that the protagonist of Depression Quest is "a guy", but this is never so much as hinted at during the course of the game.
I experienced just one small bug whilst playing when a page seemed like it wasn't going to load fully, but I think it was a result of Skype click-to-call interfering with the therapist's phone number that was meant to be displayed on the screen, and after a couple of refreshes I could proceed with the game. Otherwise, every aspect was smooth, polished and believable. The descriptive language used in each scenario was vividly evocative of the experience of being depressed - "your alarm blares with caustic inevitability"; "the sickly green glow of the time"; "you're being choked by how isolated you feel, how trapped you feel just being here with yourself". The increasing levels of static on the little image at the top of the screen and in the music added to this atmosphere. Of course the game still requires a certain amount of investment, imagination and a willingness to enter into the experience, which can be unlike other games that do the immersive work for you; but if you're looking for an easy, effort-free ride, then Depression Quest isn't the right game to be playing anyway.
I experienced just one small bug whilst playing when a page seemed like it wasn't going to load fully, but I think it was a result of Skype click-to-call interfering with the therapist's phone number that was meant to be displayed on the screen, and after a couple of refreshes I could proceed with the game. Otherwise, every aspect was smooth, polished and believable. The descriptive language used in each scenario was vividly evocative of the experience of being depressed - "your alarm blares with caustic inevitability"; "the sickly green glow of the time"; "you're being choked by how isolated you feel, how trapped you feel just being here with yourself". The increasing levels of static on the little image at the top of the screen and in the music added to this atmosphere. Of course the game still requires a certain amount of investment, imagination and a willingness to enter into the experience, which can be unlike other games that do the immersive work for you; but if you're looking for an easy, effort-free ride, then Depression Quest isn't the right game to be playing anyway.
It goes without saying that I thought Depression Quest was excellent and I thoroughly recommend playing
it - whilst heeding the warnings that come attached, of course. It's free to
play on the game's website and hopefully
soon on Steam as well, though if you have the money to donate and support the
game, a portion of the proceeds go to iFred,
the International Foundation for Research and Education on Depression. I hope
that the game's success can set a positive example for anyone else who might be
considering making an educational, experiential game, as well as being an
invaluable resource for anyone who is at all concerned about depression, or who
simply wants to know more. Thank you to Zoe Quinn and everyone involved in this
project for making it happen.
Xynnia
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