Postgrad. Chapter one (beta) (Smith Geursen)
Played on: 22nd September
How I played it: Online via the game’s website
How long I spent: 2 hours, didn’t reach a chapter ending
This is one of those tricky reviews, where a lot of individual things Postgrad. Chapter one (beta) does range from fine to good, but it’s not quite the sum of its parts for me. Maybe I’m just cranky, or maybe I was put off to begin with because three out of the four words in the title indicate that the game isn’t finished. I had a bit of trouble engaging with a work which I knew wouldn’t have a pay-off even if I rushed. I’m going to spend a lot of time picking at things which bugged me and trying to diagnose them, so I want to say up top that I don’t think this is bad at all – what’s there is looking promising for the complete game.
Okay, the summary, as best as I can manage it. Postgrad is a game built in a custom engine, I think, where you play as Bel. Bel is a postgraduate student trying to pin down a research topic, but she’s also pretty confident that her research – medicinal fungus growth to combat the effects of the “metademic” (like a pandemic but worse) – will help people. So she wants to write about the illegal trade of “biotics” while also running a start-up with her friend Junior to secure funding to distribute fungal biotics legally. But she’s also running a nootropic drink start-up with Junior. Both start-ups are run out of the same building which is a crumbling cinema in Wellington, so she’s also trying to stop earthquake safety officers from condemning the place and evicting them. But she’s also getting dragged into an unofficial investigation into a bunch of dead cats by her grandfather(?) Pop, a former officer. But she’s also getting embroiled in a friend’s attempt to take revenge on a business who overcharged her and then handed her details to debt collectors. And she’s also taking an interest in another friend’s attempt to find an arcade game which causes psychotic breaks. And she’s ALSO feeling the strain in her relationship with Junior, who disagrees with her approach to investors and who may or may not be planning a hostile corporate takeover.
Partway through, Bel complains that there’s “never enough fucking time.” I think I see the problem.
Now, this is where Postgrad’s gameplay gimmick comes into play, or where it would come into play if it was appropriate for IFComp. The game boasts a “Timescale” mode, where events advance in real time. I take this to mean that you can only advance one of these plot threads every evening and maybe follow up on them the next morning or afternoon, and then you wait until the next evening for your next choice point. The blurb says that Timescale mode lasts weeks, which, obviously, is a little beyond the two-hour judging limit, so instead I used Freeplay mode as recommended by the author, in which we can advance time in between plot events. There’s also a lovely bit of visual flair where your choices between plot threads are presented on a map of Wellington, as if Bel is having to run across the city to make her appointments. It doesn’t work perfectly – sometimes locations are placed too close to each other so that one choice obscures the other, and also the OpenStreetMap that the game loads in is the entire world map, meaning you can zoom all the way out just in case you’re needed in Portugal – but it’s a nice idea all the same. The map and the pacing make Postgrad resemble a New Zealand noir take on Fallen London.
I’m curious how well the Timescale mode works in practice, because Bel really does have an awful lot of irons in the fire. Even within Freeplay mode, it was a struggle to keep all these plotlines straight in my head; Postgrad drops you in media res, leaving you to pick things up as you go, but some important details can be lost depending on what order you follow plot threads. Unless you follow the Daisy thread early on, it takes an awfully long time to learn what the metademic even is, let alone what Bel is doing with those mushrooms in the cinema. There’s a concession to this in the breaks between active play phases, which summarise where you are in plotlines by printing their current driving question, but that doesn’t seem sufficient. I think it would be easy to forget a lot if it’s been a couple of weeks since the last time you checked in on Pop or Daisy. Maybe a journaling feature is called for, to help the player keep more detailed notes.
Another issue with the plotlines is – and this might just be me – I think I don’t like Bel or many of the other characters very much. Now, I’ve been thinking carefully about this. Bel is a young black woman, many of the lead characters are women, and there’s a strong feminist streak signalled throughout the game in Bel’s choice of music (which I will say nice things about later) and in one or two scenes which demonstrate the misogyny Bel has to put up with (e.g. a courier who assumes Junior is the manager rather than Bel). I don’t think I’m bigoted, but I want to remain vigilant to the possibility of internalised misogynoir, and I’ve tried to step outside myself and consider whether I would still find Bel frustrating if she was depicted as male and/or white.
And my tentative conclusion is: yes, I would. I find the signifiers of Bel’s youthful attitude a little lazy, for one – she skateboards around the cinema and wears Star Trek merchandise, which feels like a perception of youth that hasn’t been updated since the 90s. I don’t really like the stand-up bits Bel and Junior occasionally practice on each other, finding them generally unfunny. (Although I did like reading out the Attenborough Bit in my best impression.) And there’s also an expectation that we’re siding with Bel throughout. It’s not that Bel is supposed to be read as a flawless character, as she’s depicted as tempestuous and willing to indulge in a little light fraud to keep her businesses going (“should we tell the investors that our building is being condemned?” is a point of contention between her and Junior). But I think we are expected to sympathise with her, as even when the camera is off her the language the game uses reflects her viewpoint, like retaining her insulting names for side characters.
There’s a scene where a building inspector, who is named “A Giles” after Bel’s ribbing of his stuttering attempt to introduce himself, is shown as being obstructionist and single-minded as he roams about the cinema and clearly doesn’t like what he sees. Thing is, though, A Giles is right! It sucks for Bel that she doesn’t have the money to find better premises, but yeah, if the building is at risk of collapse, that’s probably a bad thing! (For one, it probably contravenes food hygiene standards for the nootropics botting station.) The moment we step away from Bel and assess the situation for ourselves, we see all sorts of ways in which she’s her own worst enemy. To be completely fair, this may be where Postgrad is heading – maybe there are going to be hard lessons that Bel learns, which contribute to her greater character arc. This isn’t the full game so I can’t be sure. All that’s present in IFComp is Chapter 1, though, and I’ve only seen most of Chapter 1, and I don’t feel that the game was obviously setting this up.
The way that Postgrad is formatted might be contributing to these issues. Postgrad is presented as a screenplay for a film or TV show. That’s not a bad idea at all. It’s a useful way of disambiguating speakers in dialogue-heavy scenes, and the author directs an imaginary camera at points to peek over a character’s shoulder or cut between locations in a montage. It offers ways to play with scene and setting and pacing that prose doesn’t. I think this format is good, and it’s used quite well here! The trade-off, though, is that the game is narrated from the camera’s perspective, not from Bel’s, so we’re lacking the interiority and reflection that would help us understand why Bel does what she does. The closest we get is the occasional stage direction “Bel opens her mouth to speak, then closes it” (which occurs frequently enough to be noticeable). She’s not a complete cipher, and we can infer a few details about what’s going on in Bel’s mind – we can reasonably guess that she’s scared of failure and the huge debt she would be in if her investors came knocking, as hinted at by the opening scenes where Pop reminds Bel of her debt to him to ever-so-slightly turn the screws on her and get her to help him with all these dead cats. But it would be nice if the game could get across some more of that motivation more obviously with Bel.
Okay, okay, okay, that’s a lot of criticising a game which I ultimately think is fine, so let’s cap off by running through what Postgrad does well. For a start, it’s a beautiful game! I already said I liked the visual effect of the map, but the appearance of the whole game has been considered, including opening scenes with gorgeous storyboard panels. (It looks like the artists have left a lot of construction lines in, perhaps to contribute to the film-in-production aesthetic, or perhaps to demonstrate to more cynical players that they’re not using AI – either way, they look pretty good, scratchy and unclean like the setting.) The soundtrack is also pretty great, such as it is – Postgrad doesn’t have any music, but it does specify what Bel is listening to when she wears headphones, so I treated those as needledrops and went to YouTube to play the song in the background. It’s given me a few bands I’d like to listen to more of – my algorithm is now queueing up a few Um, Jennifer? Songs, and I’m liking them!
And you know, for all that I complained about the pacing of the plot and Bel’s role in them, I do find myself invested in some of them. The tension between Bel and Junior is intriguing, but I’m especially curious about all those dead cats, given what we eventually learn about the metademic and the connections that we might draw. There are the seeds of an interesting mystery here, even if they’re not germinating just yet. And, well, I said that Bel and Junior’s bits weren’t funny and I stand by it, but the black-comedy slapstick in one or two of the dead cat scenes lands, and Bel’s half-apology “I didn’t mean to hurt your feelings- sorry for fuck’s sake” is a pretty good line (and a nice bit of characterisation too).
I don’t know, I don’t really like picking apart what, in the end, is a perfectly decent game. That’s the problem with judging, sometimes you have to analyse and it turns out that’s difficult! A decent game can bother you and a less well put together game can compel you and it can be impossible to pin down why. I think Postgrad doesn’t work for me as it stands, but I have a lot of respect for it and I’m willing to concede that I may just be discussing bugbears rather than flaws.
Bel should absolutely drop out of the postgrad course, though. Bel, the universities in New Zealand charge like $10,000 for a year of master’s tuition! You’re not going to have time to do your social research while running two start-ups and you need that money to keep ahead of your debts! Don’t do it, Bel! Aaaahhh