Glitchhikers: The Spaces Between

Glitchhikers: The Spaces Between

released on Mar 31, 2022

Glitchhikers: The Spaces Between

released on Mar 31, 2022

Glitchhikers is a surreal journey through the spaces between places. A late night drive, a deserted airport lounge, a moonlit walk through an empty park, a quiet carriage on an overnight train. Who will you meet? What will you talk about? Where will the journey take you? Find yourself along the way.


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so like the game is interesting but the game relies a lot on "the spaces between" aspect as the game just feels like waiting to get to the next conversation in every pathway. like i find it interesting meeting the new people but do i really gotta "walk" or "drive" for 5 minutes (wait while my character moves in a straight line) to get to the next convo? maybe im just not the target audience, i enjoyed it for a little but i dont see myself achievement hunting in this game.

Glitchhikers: The Spaces Between doesn't do anything for me. While it does have a good aesthetic and can be a good way to spend some time, it overall falls short of what it could be. Each hitchhiker can either be annoying or a little interesting and the conversations you have with them can make me think about why they said those things. Most of the time the conversations do sound like people just rambling, making Glitchhikers: The Spaces Between a bit of a boring game. I don't recommend this unless you just want a night drive simulator.

People are always overly critical of games that try to be philosophical, criticizing them as "pretentious" or claiming that they didn't learn anything new. I don't think that's fair; a video game isn't a fair substitute for actually learning philosophy, and there's value in being told something you already know. What matters isn't that the information is new, but that it's convincing. And that's why Glitchhikers failed for me. Its ideas weren't convincing.

I went into this expecting a guided tool for self-reflection and came out so bored I stopped taking the conversations seriously. These are all conversations I've had with myself before, word-for-word. The ideas don't need to be novel, but I at least want flavour in its presentation. Wandersong comes to mind as something that nails this idea: at its core the message of that game is "be kind to yourself and others," and yeah, that's something everybody already knows. But knowing something and believing it are two entirely different things, and Wandersong tries (and succeeds!) its hardest to make you believe it. Glitchhikers instead takes for granted that you're invested and doesn't add much personality or flourish to its delivery. The only way I can see this provoking much introspection is if you were introspecting already, and I guess even that wasn't enough for me.

One positive thing I will say is that that the vibes are immaculate. It's got this perfect lo-fi aesthetic, and it gives you lots of beautiful scenery to just exist within. I would totally love a version of this game with a bigger version of the park and a way to import my own music into the game.

I never thought I’d find deep existential conversations boring, but this game is such a nothing sandwich that the most enjoyment I’ve had is speed-running as many achievements as possible while completely disregarding the actual story.

probably one of my favorite gaming/artistic experiences I've ever had. I feel like I've been living in a giant liminal space for, god, a long time now, and it kinda sucks, but this game! is everything I love about liminal spaces.

I love riding on trains, and I never get the opportunity. I love driving on the highway, and I rarely get the opportunity. I've never had access to parks, let alone ones bolstered by public art. and I like, and could even love! airports, if it weren't for the hypervigilance security theater. and I'm not trying to go for hyperbole bingo with this, but no place on earth sets me more at peace than well-stocked, well-placed convenience stores

the writing for the characters is often as subtle as a parade float speeding unshackled downhill, and at first it can be a bit grating, but with enough time and repetition, you get used to your little cute buddies prone to monologuing. part of the fun in this is experiencing (this) introvert's fantasy of interacting with strangers—we both telepathically opt-into the conversation, are ideologically progressive, and give the gods' honest answer to the question "how are you?", no matter how much it might ruin a small talker's day, lol

love the conversation about Structure. love the time traveling alien lady. love every character working through a nihilism moment #RepresentationMatters

I've been hunting for a week to experience all the final conversations in each location, and my final one (which has taken many attempts) was tiny nihilism child in The Path. the vibey joy of the game was beginning to wear off as I had to keep trudging around the path and it all began to pivot from art into mechanics, but it snapped instantly back into place when I finally saw her in the distance, sitting on a bench, surrounded by the northern art installations. she reverted from an achievement to check off, back to a tiny friend who I understood more than I'd like to admit

I appreciate how some characters follow a journey, and for my last new convo, her and I were going to talk about the universe's meaningless, but how hey—sometimes it's not that bad. and if we're all meaningless, we're all meaningless together, and that maybe there's meaning in all of that

i'm gonna finish off the last few achievements (already marked in my calendar the next full moon), and look forward to leaving it as an open portal on my computer for whenever I need it. really excited to have this be a part of me, and in a way, me be a part of it