A Favor

A Favor

released on Aug 03, 2021
by gomit

A Favor

released on Aug 03, 2021
by gomit

A Favor is a 15-minute-long, first-person, narrative game experience with horror elements. Explore the apartment as you complete the chores laid out by your friend. Examine the environments to learn more about your friend and his secret. Discover the truth on where and who your friend is and why these strange occurrences happen.


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Currently going through this list by @Erato_Heti because I am interested in what the users on this website have created and to find motivation for my own efforts while also getting my little itch game fix.

Turns out the first game I chose to play was made by @gomit and a couple other folks who all went together to my old school in the Video Game design class. Earth is the size of a wallnut it seems.

"A favor" is a narrative-driven horror walking sim that is worth checking out for its well executed tension, atmosphere and good pacing helped by its short playtime.
I liked "A favor" but I think there are two troubles one could experience, the obvious student project aura and the obvious narrative.
I personally couldn't care less about the former, like when there exists some jank here and there, a bit of a lack in a unique visual identity, but it should be adressed, because it could bog down the experience for some. The trajectory not matching up with the crosshair, some not so hidden short cuts in presentation or even the fucking bin only catching the trash when you aim slighty above it, are all endearing to me and part of the honesty in workmanship why I keep coming back to free itch games instead of cleaning out my huge backlog of games I've paid for or the ones I started with subscriptions services.

As for the story and primarily the Twist. The "He actually was that Tyler Durden dude the whole time!!"-moment.
The chef's kiss student project Gütesiegel, which reminded me of my own old classmate's approach towards the idea of interesting narrative writing. That conclusion should already be obvious to the player on the first or second in-game day.
In my own experience with the (what feels like it got used here) borderline misguided storytelling technique,
which feels like coming up with a mindfuck-ending first and then a tasteful enough framework around it, this actually got me kinda impressed with its strength in narrative-flow and the suspense build-up through its horror elements. (I am not posturing that you can't come up with an ending first. I merely wanna point out that the intention for a plot-twist often seems to be the focal one in these kinds of stories)

I fully want to echo that other review on here and say that despite having a predictable plot built on a honestly trite narrative trope, it still kinda pulls it off anyway. Kinda.

Kinda, cause fucke me, mental illness as a narrative device seems like a thing we should have left behind last decade.
Not only for it's reduction of real, difficult issues into a contextual reasoning for scary and weird shit happening in a story, but maybe just because it is too expected.
Just let that sink in for a moment, mental illness and the discussion of and around it got used so many times as merely a mechanical crutch for lazy writing that I can feel confident in accusing its focal use in a story as such of being trite, of being tropey.
This apathetic perspective towards its thematisation is a direct result of the regular misuse of such a delicate topic.
Of its almost expected reduction into just a plot-twist device with maybe some obligatory hints towards a real message or statement on it.
I am not even aiming my criticism directly at "a favour", but at the broader ways of implementation in which mental illness gets handled in Pop-culture.
Hell, even my use of the word "implementation" for such a difficult topic feels apathetic, but that seems to be a more fitting description for the approach mainstream art festered around it.
Mental illness just isn't the thing most of these stories actually want to discuss, it's just the reveal of it's existence in them that wants to make you say "Damn" right as the credits start rolling.
It's like a slightly less trite, slightly more delicate and often actually well intended, version of the other student project classic, the theme of recreational drugs. I am more than guilty of exploiting that one as just a weird-shit-happening or plot-twist mechanic in my own student projects.
I can recall a teacher calling us students out on it's collective overuse, which is probably more difficult to do with a theme that has more weight and often actual sincerity to it.

"A favor" pulls it off in my opinion. Not the adequate discussion owed to this topic mind you, but the use of it as a plot-twist device. Simply the road towards that conclusion makes the fithteen minutes worthwhile, at least if you are able to shut off that ranting voice that made me type out that last paragraph in its timeframe.
Also, that the reveal got communicated through a simple, understandable phone unlock via face recognition was kinda neat.

The set-up already let my M. Night senses tingle, only communicating with the friend via the phone, finding pills and especially the Video Game book you can find on the first day accompanied by the inner monologue "I own the same book" on the player's screen was all I needed to know where this was going.


A interesting thing "a Favor" managed to achieve was to skirt around a niche indie genre I like to call "Wage Slave Horror", while also executing that style better than the ones I've played. Recently I made this list after binge playing a lot of itch games and recognising a fascinating pattern. Admittedly "a favor" only evades my very specific parameters because, even ignoring the twist for a sec, it's a favor the player does, not a real job.
But that said, having played a decent number of these, the design in this one around the medial tasks was excellent.
The position of the telephone in the corner with the player's back towards two hallways made me anxious each time I needed to answer the call machine, but was unable to check my backside.
Same with the position of the plants. The player can't keep an eye on the entrance to the room while watering them, they have to look towards the neighbouring building which also made me feel tense that something is gonna happen over there any moment or in my blind spots.
Same with the paper bin, the kitchen, the safe and the bathroom mirror.
There is always the possibility that something could creep up behind you without any notice.
Of courses after one playthrough this tension is gone, which now that I think about it seems maybe to be too contradictory towards the use of a re-contextualising ending.
"Fight club is better on the second viewing" because you can now see all the careful foreshadowing and attention to detail.
You watch a different film, or rather watch it differently.
Knowing the beats of a horror game and especially that loss of uncertainty towards it's potential but non-existent scares works directly against this built-in replay value.

I would love to see another project by this team if they choose to keep working together. They showed their potential here and they got all the game design basics more than down especially for the subtle emotional strain needed in a good horror game.
Damn. This write up got way longer than I intended it to be. I hope my criticism was constructive, even that rant I couldn't hold back on. I think when something gets someone to write that much it speaks for the amount of thoughts that art made one engage in, which to me is at least the biggest compliment.

Even with the occasional audio issue and design decisions i disagree with. This is a solid little experience. The "twist" is obvious, but so what. The concept of being asked to look after a friend's apartment, a place you're completely unfamiliar with. Is unsettling in and of itself. Its short, but i'd recommend it just for that.