Else Heart.Break()

released on Sep 24, 2015

Sebastian has just landed his first job in the distant city of Dorisburg. He moves there to start his adult life and figure out who he really wants to be. Among a strange collection of people, hackers and activists he finds some true friends – perhaps even love. But can they stop the terrible deeds of the people ruling the city? And who will get their heart broken in the end?” Else Heart.Break() is a reimagination of the adventure game: a fantastic story set in a fully dynamic and interactive world. Instead of rigid puzzles you will learn (with the help from other characters in the game) how the reality of the game can be changed through programming and how any problem can be solved in whatever way you find suitable.


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Kinda got a bad ending on this game, I think, and I think I'm ready to put this game down. Not permanently, mind.

It's a very unique experience, this game. I often felt like there were no real stakes, like I could fail any mission and the story would move on. It makes the world feel more immersive and less gamey. The world of Dorisburg is something of a life simulator.

That said, because nothing feels mandatory it's hard to feel like you are having an affect on the game aside from your own mastery of the game's in-world coding language. I felt the most empowered when I mastered programming techniques. The story elements were pretty flat.

I will likely return to this game to see if there's more I can unlock. It's a curious toy and I want to see what else I can make it do.

This is... tough. But good. This game has some incredibly strong and also confusing aspects, and they overlap each other throughout. So maybe we should start at the beginning.

It starts out with something that I find very intimidating: an unstructured, cluttered world on a timer. You can interact with everything, often not making much sense. You can run around until you collapse on the floor exhausted. You better write down your objectives or you'll forget. But in hindsight, this is well done: it really feels like you've just arrived in a new town.

And that's where it opens up in the best way: You make friends, go to parties, talk to people, don't manage to do what you've set out to. Parties have another function: They show you how to navigate with sound and find interesting places just by noticing where the muffled beats are coming from. This might be the best part of the game, despite knowing what's coming next.

You can practically hack everything, and this is the biggest potential and the biggest downfall of the game. And with potential, I mean actual genre-defining potential, I'm talking Outer Wilds levels of potential here. You can do incredibly powerful things, and everything you try opens up even more possibilities. Everything in the city is interconnected, you're becoming some form of god, and it all works. But soon, you're becoming too powerful.

Maybe it's because I do know how to program and managed to try things out earlier than other players, but this omnipotence actually complicated things down the road, mainly by the game not knowing how to handle your complex progression. This is where the gamedev limitations show up - there are millions of parameters you simply can't account for, and it results in confusing situations. People explaining you basic programming concepts in the late game, not reacting to new info, and at some point simply not talking anymore, and most importantly for clutter games: if you visited parts of the city before just for exploration's sake, you're unlikely to return or give a second good look. But if those somehow later become relevant? Tough luck. Even when exploring an area for the first time, a lot of the clutter you can interact with is a copy. The need for it is understandable, but I have interacted with hundreds of computers at this point that displayed the same program - so I'm unlikely to keep clicking on others.

On another note, it's sometimes unclear if you've broken the rules in a correct way, circling back to the omnipotence. Not only is it unclear inside the game universe itself, as some of these hacks are very easy and extremely powerful (not having to sleep, teleporting everywhere, unlocking everything) but the world is still pretty much like ours and nobody seems to have used these powers. It is also unclear on the meta level, as you have a big toolkit to work with but could possibly skip entire sections or the 'intended path'.

And with this, the game kind of fades out and the bigger dramatic set pieces do not get resolved. The end is hasty. The side missions don't have any bearing. The reason for why you've come to this city in the first place got lost in only a couple days. It is sad that the final puzzle with a genius callback solution stands in a vacuum. The beginning sets the scene so well, but the ending fails to pull the curtains.

The potential is still there, lurking below the cluttered ground. You just need to balance the incredible power with an actual narrative. If you manage to recapture the feeling of the beginning, this might be one of the most atmospherically impressive games ever.

else Heart.Break() ticks so many of my boxes that it comes dangerously close to being my theoretical dream game. There's a simulated city with NPC schedules like in Ultima or Shenmue, there's creative freeform hacking with actual code, there's mucking around in places you're not supposed to be in, there are problems instead of puzzles, there are spacey-surreal vibes, there's hanging out with friends in clubs and cafés. All that from a dev team that's just too cool to sell themselves as an "indie studio" and instead answers the question of who actually made the game by just listing a bunch of awesome-sounding swedish names.

No, else Heart.Break() is not perfect. It's short, it's easy to break, and it's a little anticlimactic. But it's a game where I can walk back to my hotel at night while drunk, and then decide I'd rather hack myself a super coffee and spend the whole night sitting in a public park, listening to a lonely stranger play saxophone. I know I'm pretty alone in this, but that's exactly the kind of shit I play video games for.

I've tried this game twice, and never got far through it, and I think that's entirely based on how useless the map is. I'll try it again some day, probably.

I loved the art style and of course that I could reprogram objects in the world... the story could have used some more polishing though...