Tricks of light in the forest, by Pseudavid
(I beta tested this game. Spoilers).
I am very much a city kind of person – so much so that when I went to stay with my uncle in semi-rural New Hampshire for a couple of weeks immediately after moving out of Manhattan, the combination of deep silence and unfamiliar wildlife sounds that characterized the local soundscape gave me insomnia for the first time in my life. And actually I just recalled that when I was still living in the city, even just taking the subway to Brooklyn could make me agoraphobic. Despite all that (or maybe because of it), though, I totally get the fantasy Tricks of light in the forest offers: going into the woods, exploring slightly off the beaten trail, looking closely at every rock and flower and tree and bug, syncing into tune with the world… it’s alluring because it’s such a change of pace, sure, but also because it feels like returning to nature is an antidote to the poisonous distractions and superficial conflicts of civilized life.
My experience is actually not that far off from that of Lara, this Gruescript game’s 12-year-old protagonist; while she embarks on her unsupervised trip into the woods with the insouciance of a born ranger, actually she’d also lived in a city until just the previous year. And for her, getting in touch with nature is even more important than it is for us, as hints in the game’s narration indicate that it takes place after climate-change disasters have wrecked much of the earth, displacing people and animals alike. Not that she’s very concerned with any of that; monitor lizards have always roamed Europe in her lifetime, so she’s just focused on having a fun time exploring, taking some pictures of interesting plants or bugs, and finding something to collect for a classroom exercise.
While eventually a few brushes with danger intrude on this innocent agenda, this is a decidedly low-key game by IF standards, and it sings when it leans into its smallness. There are only a few objects needed to surmount the game’s small set of puzzles, but each of its locations typically boasts at least a few pieces of scenery: a half-dead tree, a heap of trash, a swarm of bees, a cleft in the earth. In addition to examining them, you’re typically also able to take a photo, or touch or smell, or, for portable items, harvest a piece for your sample box. The game tracks all of this, but it isn’t vulgar enough to change the plot based on your actions, much less include anything like an achievement to “reward” you for mechanically clicking on everything. Instead, exploration is worth pursuing for its own sake, or rather for the sake of tiny jewel-like bits of prose:
There are two kinds of moss on the rock here: both are like carpets made up of green strings, but one has longer, thinner and lighter strings, while the others are shorter, thicker, and a less cheerful tone.
I kneel under the highest part of the fallen tree. The underside is different from the top. Cold, a bit damp, softened. Eaten by bugs? Small circles of white and yellow fungus thrive in the shade. Some day, not too far, they will weaken the wood so much that the trunk will finally break.
There’s a neat connection drawn between this external poking about and more internally-focused reflection. Often, engaging with an object will prompt an association whose thread Lara will follow over a few subsequent turns, sometimes sparking a memory of her previous life or prompting her to think about her family members or the bigger world. Similarly, most of the big-picture setting details are established glancingly, through these fine-grained observations: noticing some dead trees will reveal that they were probably killed by climate-induced flooding, or seeing the traces of poachers will make Lara recall a conversation where her dad alluded to the political upheaval that predated the current, more stable time. Notably, while it’s clear that the world has changed in generally bad ways, Tricks of light in the forest posits a future where nature has begun to heal, generally assisted by humans. Both of Lara’s parents work in recovery efforts, and while the woods are wilder and different than they are today, they’re still vibrant and a place of wonder.
This quietly hopeful vibe extends to the moments of genuine threat, where Lara encounters untamed wildlife. These sequences are definitely tense, but I don’t think it’s possible for the player to die, and the way you deal with the animals just involves shooing them off, rather than inflicting lasting harm. And while these are puzzles that involve multiple steps to solve, I didn’t find that they detracted from the meditative mood of the piece; you typically only have one or two usable inventory items at a time, and Lara is a resourceful enough character to take initiative and set up the next action in the chain without requiring too much handholding, so the steps are typically clear. The Gruescript implementation does mean that there’s often a fair bit of clicking to manage – getting an inventory item queued up to use sometimes felt to me like it took one step too many – but it’s not awful, and again, this isn’t the kind of game where you feel lots of urgency.
No, things stay contemplative throughout, never more so than at the end. After finding your way back home, you’re given the chance to look over the mementos you acquired during your trip, and pick which one you want to bring to school. It’s a small, satisfying note to finish on – or it would be if it were the finish, but it’s not. Instead, these enigmatic paragraphs are the last writing in the game:
I’ve been thinking about all I’ve seen: the living things that thrive in the light and the dark, but also the traces of disaster, the secrets of Terror Country, the invading species, the heat.
I have the feeling that I’m missing something. That there is something to be understood in the middle of all this, which I can’t understand, I can’t even guess.
This isn’t, I’m fairly sure, anything so crass as an indication that there’s a secret ending I failed to unlock; rather, it’s an invitation to the player to reflect on what the game’s presented and see if there’s something visible to them that Lara – who, remember, is twelve – missed. Here, the game’s repeated theme of depth, and its miniaturist mode, loom large: Lara is continually pushing herself to go deeper into the wild (indeed, the navigation system is nearly linear; most locations offer only “home” and “forest” as travel options), while hyperfocusing on each leaf, twig, and bug. And on the internal side of things, she gives us big-picture statements about the world and very specific recollections of particular incidents in her life.
So what’s in the middle of these two spectrums, at the interface of the personal and the global? There are many concepts one could throw out, and find support for in the game: history, say, society, or politics, and the way they create larger-scale shifts to systems. Appropriately, Lara seems innocent of all this, but the player is given more than enough hints to see what’s elided: that reference to the wilderness being “Terror Country” aligns with Lara’s father mentioning “the time when [bad people] were in power. When they threw your grandad and grandma in jail. The Terror,” for example, and forms a still more menacing constellation when you throw in the tucked-away cabin, with its chair with leather straps and generous supply of bleach. Lara’s relatively-safe, relatively-hopeful existence, that is to say, is one that’s contingent; it took coordinated action to achieve it, and it was opposed by the coordinated action of others who had a different vision. The sum of our decisions, as mediated through our civilization, is the single overriding fact: alone, deep in nature, it may be hard to see the city, but it’s not so easy to escape.
(Okay, having written those last two paragraphs, boy will there be egg on my face if actually it’s just that there’s a secret ending I failed to unlock).