Away

Away

released on Oct 31, 2018

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Away

released on Oct 31, 2018

Away - is a short game telling about the hero's death experience, performed in a gloomy black and white style.


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I've been going through all the Steam games I've completed as of late. I left some admittedly petty words for The Plan just the other day, something I never ever do. That's attributable to the game's philosophical nihilism, alongside it's bizarre way of putting it forth. This game is not too dissimilar, sporting competent atmospheres and one-button gameplay, alongside spending most of its time (two minutes) moping about how sad it is that life can't be done optimally. Though, it differs in the sense that it says it's not too late for you or something in its last moments (last line, ten seconds.) It also differs in its approach, which is a lot more straightforward—you're being talked to directly and you're approaching a sole light source.

Yet, it's also just as absolutely meaningless.

Nihilism is something I am not partial towards. I veer towards doom and gloom on my worst days, sure, but it really does not matter whether or not things are going to be okay. Unless you're an activist looking for communities, it should have absolutely no bearing on how you live through your expressions or how you impact other people, and you've really gotta be careful before letting it touch your worldviews and dreams. To somewhat re-iterate myself, the fact that life is insignificant is absolutely worthless knowledge, only meaning anything if you use it as a building block for a different moral. That's the brilliant thing—we can make life meaningful to ourselves, however we see fit, with whatever means to reach personal fulfillment.

That said, this game's sole attempt at building upon it is, to quote exactly: "My path is over, but you still have a chance to change something in your life. There is still time." This saves it from outright doomerism, which is certainly a plus, yet it brings nothing to the table. Like okay, and? Are you going to make me remember your moral somehow? With a hook, compelling story, perhaps experience? Do you have anything substantial to say? No, no, and no?? You're just going to tell me your vague regrets, narrator??? Completely pitiful. There are so many ways to add meaning where there is none and "don't be me!!" is near, if not at, the bottom of that list. Perhaps I'd be partial towards it if it were a cautionary tale, if we were retold a lifelong tale of mistakes or misfortune, but the game does nothing but mope.

It's weird to put this much thought towards a once-free-to-play two-minute single-button nothingburger game, but why not make something out of nothing? That's been my whole point. Take the waffling this game puts forth, challenge it, and say something worthwhile. There is no absolute, unmalleable meaning of life. Perspectives differ wildly, much alike how nobody sees a rainbow the same way. Values differ wildly, as do our opinions. It's nothing yet everything, a curse but a miracle. A frame of reference I've liked using myself is that of a canvas—meaningless as-is, but given life through a vicarious array of colors, feelings, ideas, and soul.

You are the artist. Paint as you please.