Reviews from

in the past


I guess the wind in my game was too still it didn't pick up. I didn't finish it. This one is not for me.

I really enjoyed how the atmosphere was in this game. The Stillness of the Wind tells a story, featuring an aging woman left alone on the farm, after her relatives have one by one left for the city.

The story is told through letters that the woman receives, so it was a little harder for me to connect to the characters that the story was about.

I was not a fan of the slow moving main character who had to walk far away from the farm to collect things. It's still a great game and worth playing.

It was ok. I liked the story behind this. I think this game could have easily been cut down even more for an already short game. I liked the concept of this, and if there were maybe a couple more cutscenes to show life it might have been better.

i'm gonna be honest here, this isn't one of the worst games i've played, i'm still gonna give it a low rank
this game has a logic behind it, it tells a story, sadly it's trying to be way more deep than it really is,
if the story was maybe a little bit more interesting (along with the gameplay) maybe it would be more bearable, even likeable


Tiré d'un texte que j'ai écrit pour la revue Captures : « Une tendance de l’industrie vidéoludique est de nous faire jouer les explorateurs de terres étrangères. On tient fréquemment le rôle d’un nomade, d’un aventurier en quête de découvertes, libre d’emprunter les chemins ou corridors de mondes fictifs. Dans les jeux vidéo en général, la sédentarité est une exception. La maison est par conséquent un lieu dont les formes n’ont pas encore été pleinement explorées, se limitant trop souvent au manoir gothique dans les jeux d’horreur, au refuge dans les jeux de survie, au campement dans les jeux de rôle et à la maison de rêve dans les jeux de simulation. En contraste avec ces conventions, le jeu The Stillness of the Wind (Cardenas, 2019) introduit un personnage qui n’est jamais ailleurs que chez lui, enfermé dans le coffre à souvenirs que sont sa maison, sa cour et sa fermette. Ce jeu représente la maison comme un lieu par excellence de réconfort et de repli, séparé d’un monde extérieur imprévisible et chaotique. Il souligne que la maison nous attache à son territoire et, qu’à notre tour, on s’attache à elle; qu’on l’habite et qu’elle nous habite. [...] »

I just felt like I was waiting around for something to happen the whole time.

This game ruined my day & I still recommend it to everyone

You’re old.
Generations of a family that you have been a part of, that you have cultivated and that you have raised… have all grown and left. To memories, to the wind or to build their own lives.
The animals you take care of and who take care of you dwindle in numbers.
You grow older.
Letters from loved ones stop coming.
You wait.

You wait.

Snugly nestled between patchwork quilts and knitted sweaters, I awaken from my slumber.

I greet the day, embraced by the dawn. I admire the sunkissed field of golden farmland, whistling good morning to all my plants and flowers, chickens and goats. I tend to my crops at the world's end, living out the final days of my life.

Between each trek to the water well, I reminisce. I think about the letters I received, from my relatives, my siblings, my children. One by one, they all left the farm, moving on for better lives. And yet, they still take the time to say hello and tell me stories. They have me in their hearts. I feel remembered.

I think about the mailman, my one and only friend. Every day he waves to me excitedly, making small talk. He is my salvation from loneliness. I feel grateful.

I think about the tree stump behind my house. Childhood memories resurface - I hear children playing tag and laughing. These memories I forget, remember, then forget again. I can't remember exactly what happened those days, but I'll never forget how those days made me feel. Intense happiness. Unbridled joy. I feel love.

"On the last night we all lived under one roof, we carved 'T.E.G.' on this old lime tree, daring tomorrow never to come."

To my mom and dad: when I went off to college, did you miss me? Did you feel lonely? Did you feel the emptiness of my absence when you walked into my empty bedroom? Did you feel the sadness of setting one less plate at the dinner table? Did you feel the pain of calling my name, only to realize that I'm not there?

I'm sorry. I'm so sorry. I was always in your thoughts, wasn't I? I'm sorry you weren't always in mine. As the days, weeks, months, years pass, I will always make time to call you, to talk to you, to visit you. I promise.

___

It's the end of the day now - dawn has turned to dusk. Shards of moonlight hang in the air.

And just as the end of the day comes so fast, so too will the end of my life. What will I remember in those final days? Not the superficial and the materialistic. Not the politics and the state of the world.

I will remember us. My friends, my brother, my family. The silly conversations we had, meaning nothing but encompassing everything. The fun games we played, chasing that sunlit nostalgia. The fond memories we shared, filling our hearts with circumambient warmth.

I will remember those slivers of stopped time. I will remember the stillness of the wind.

De bailes gitanos y colonias lunares.

a story of a world in decay told through a farm and old lady in decay receiving letters from long tossed out family members

the clunkiness of taking care of the farm was pretty frustrating, but that quickly gave way to "who even cares about this farm, i can't do anything anyway, the world is dying", so i mean... i dunno if there are different endings if you do a better job of taking care of the farm, but the one i got was pretty sad i guess!

i dunno maybe i just wasn't in the right mood for it, that happens sometimes

Streamed my entire playthrough of this. Slowly managing a farm that fell apart even slower. A lot of story plays out over letters you receive from family and friends. Bad things happen. Not much good. I managed to keep one goat.

Sad and depressing game with a strong message.
Very slow based gameplay that in the end it's not that important.
Soundtrack is very minimalistic but very good.
Not everyone will like it, but after the 3-4 hours it took to complete it, I can recommend it if you into this kind of games and don't mind slow gameplay.

This review contains spoilers

There is no way to torch this game without going into spoilers, sorry

The Stillness of the Wind is garbage, the kind of pretentious crap that could only come from the indie scene. Oh yes, I know it's more popular to rag on AAA games, to lambast big devs for their “soulless” products- believe me, two hours of this trash and you’ll be begging for the next Anthem. On all the fundamentals, let me repeat, on ALL the fundamentals it fails, doling out slop in a vain attempt at producing art. Such a title represents the worst aspects of the independent market and should be AVOIDED in every sense of the word.

I’ll briefly talk about the positives because, yes, they do exist, and I’d rather get them out of the way before tearing their progenitor apart. Visually, we’ve got another one of those plain art styles that actually works quite well here. You spend your entire playthrough on a farm laden with primary colours which successfully evoke that pastoral, rural feel Lambic Studios was evidently going for: objects are rendered in simple shapes, interiors look homely, and a gentle breeze swings through the land. Various filters are applied to simulate such dynamic events as diurnal cycles and tropospheric weather, and while the latter do make the screen a bit too visibly aberrated, the effect ultimately serves its purpose. On the aural side, Stillness boasts a surprising amount of onomatopoeia for the few animals you manage- it’ll eventually get repetitive, but at least effort was made for a feature otherwise overlooked in most games of this genre.

Aaaaaaaaaaand, that’s about all the pros. Let’s begin the drubbing with a couple of lighter jabs to the afore-discussed departments, starting with the lack of ground texturing. Zero effort has been put into making this land look arable, the smooth yellow surfaces resembling a giant desert than anything else. I get they were hearkening back to the original Harvest Moon, which also flaunted a mustard acreage, but there you could at least tell the terrain was soil; here, unless you whack the dirt with your hoe, you’re going to be witnessing sandy beaches galore. Secondly, a weird patchwork scheme has been implemented for a select number of exteriors; I suppose it’s okay for rooftops and textiles, however, when you see sheep decked with the same motif, it can’t help but seem bizarre. Lastly, character models are pretty misshapen; I couldn’t tell hair apart from clothing, and faces are literally just empty circles.

SFX is pretty uninspired as a whole, coming across like run-of-the-mill acoustic files someone stumbled upon in an audio library. The few music compositions you hear are fine yet unmemorable, akin to rejected tracks from Little House on the Prairie. Voice acting is either grunts or whistles, the latter of which is pretty blatantly done by a male for your female protagonist Talma.

Nonetheless, all of these are trivial criticisms spiritually present in other games- no, the real source of my hatred lies in the story and gameplay. See, Stillness wants to be this deep, morose tale about the winds of change, about how dreams collapse against the realities of society and the fallout that has on an older person. It depicts this through an anecdotal yarn wherein Talma receives letters from her friends and family who, prior to the start of the game, left for greener pastures, and who are now writing back about their declining status. Pure text-based narratives have been effective in past releases like “Papers, Please”, so this wasn’t an inherently bad tactic, but where Stillness goes wrong is in how nonsensical its world is. You’ll hear about things like people traveling to space colonies or children disappearing/reappearing ala The 4400, and you consequently never get a sense of what this place is like. It’s clearly not a metaphorical representation of any locale in our realm of existence, and it clearly has supernatural qualities, so how am I, as an average joe, supposed to empathize with whatever obstacles Talma’s kin are facing? Can I really understand the yearnings of an unruly child if aliens can abduct her at a moment’s notice? Should I really care if my cousin’s business is falling apart when a flip in circumstances is just around the corner? The lack of natural rules destroys any kind of foundation sympathy could have arisen from because you are simply unable to comprehend why things are happening the way they are. And for a game that’s clearly trying to evoke a vintage feel with its agrarian aesthetics, these futuristic elements seem extra out-of-place.

Then again, there’s a good chance I’m flat-out misinterpreting everything as the writing is F&CK-ING terrible. Seriously, every single epistle is written like a first-year Literature Major’s essay, chock-full of elongated paragraphs and flowery prose that obscure what should have been direct messages. They’re confusing, hifalutin, and utterly forgettable. For all the crude stuff that’s happening, Talma’s family somehow finds the time to scribe these pompous missives that make them seem like high-brow caricatures. Not once did I ever believe I was reading about a real person with real problems, which ruined any immersion Lambic was attempting to educe in players. What’s worse is their scripticians couldn’t even be bothered to type-up a SINGLE response from Talma upon perusing these reports- if the whole point of the game was to show her withering away from her familial legacy getting tarnished, why the bloody h&ll would you avoid conveying ANY internal thoughts towards what are, even at best, unfortunate circumstances? You’re telling me they had the time to scrawl reflections on random items strewn throughout the millhouse, yet couldn’t do sh!t for the biggest part of the game?

And for a title that’s purely reliant on such bulletins for its storytelling, it’s amazing that not only are there barely any of them (I counted less than 20), but that they’re completely optional to retrieve. No seriously, you get them from a passing trader who has a history with Talma, and rather than automate this process or at least have him drop them off in her mailbox, you’re instead required to manually request each parcel. And should you forget or outright miss the guy, you’re SOL (then again, per the above, it’s not like you’re foregoing anything important….).

This serves as a good transition to the gameplay, which is where Stillness of the Wind broke me. At first glance, it seems like a conventional farming simulator -- you head outside, till squares, grow provisions, exploit your animals for commodities, scavenge outside, rinse-and-repeat. Yet what you don’t realize is that this is all a lie! You see, NOTHING you do matters because the genius devs want you to fail in the most contrived, pathetic ways possible. Through scripted events, all your livestock perish, your plants wilt, your land folds, and Talma ultimately dies. Maybe their stupid excuse for a story had some thematic threads this torture schematic was meant to support, but when a video game literally subverts its very systems for the sake of bad writing, it becomes the definition of a joke. The worst thing a game can do is waste its player’s time, and that is exactly what Stillness does -- from the get-go you’re presented with the untruth that your actions matter, that you can actually forage a future amidst the depressing news from outside, yet that’s all a grand deception meant to make you squander away hours indulging in activities you can literally skip (more on that later), no doubt to artificially elongate the playtime.

The paltry of apologists out there may stake the claim that, per my parameters, any game that ends with its main character dying is inherently a fool’s errand. Not even close to being true. The purpose of a video game is to entertain, and if partaking in its mechanisms produces a fun experience, then the end result will be a good time regardless of the fate of the protagonist. Nothing about Stillness is enjoyable in the slightest: Talma moves slow, farming comes down to generic quick-time events, you’re not given item descriptions for what’s a harvestable staple versus useless floret, you’re not told the value of anything you grow, you’re provided no indication of future weather patterns, there is literally no way of knowing when the tradesman will come by or skip a day, you can’t upgrade any of your tools, you’re forced to travel a considerable distance just to get water, and, most annoying of all, any extra animals you breed are deliberately slain during scripted wolf sequences (your gun doing jacksh!t against them).

There are additional boneheaded decisions that make Stillness even more frustrating than it needed to be: your does are only able to be milked at night despite roaming about 24/7 like it’s no one’s business; heralding the day forces you to sit through this elongated cutscene of the camera zooming in as Talma opens the door; there’s no entrance to the back of your ranch, necessitating you to walk ALL THE WAY AROUND just to pick stuff there; reading letters results in Talma pointlessly sitting on a chair and taking a noticeable second to get her @ss off it. Worse yet, Talma has an invisible stamina meter you need to restore with food, however, the game doesn’t bother telling you how much each edible replenishes.

None of this is even taking into account the bugs, which aren’t gamebreaking, but do make an already irritating experience all the more vexing. Sometimes Talma will refuse to milk the goats (and no, it’s not cause they're pregnant or that it’s night- she just doesn’t do it); petting an animal is apparently supposed to impel it to follow you, but that doesn’t happen, and if one happens to escape its pen you have to literally push it back inside; and finally, newly birthed lambs sometimes lose their color, becoming translucent outlines.

But guess what? As I alluded to earlier, you don’t have to engage in any of this aggravating rubbish because, plot twist, Talma doesn’t need to eat! You could literally boot up the game, peddle all your belongings (including your beasts of burden), ignore the postman, sit back, sip cocoa until the day ends, go to bed, rinse & repeat and you’d get the exact same result as someone like me who meandered for three hours on end+. I’d say just skip straight to sleeping, but, perhaps realizing this would expose their product for the hackery it is, the devs have prevented you from being able to do that until sundown.

Not that you’ll want to partake in this because I do not recommend The Stillness of the Wind in any way, shape, or form. It’s a title that was so desperate to be some avante-garde standout that it wholly missed the mark of what it means to be a video game. It’s not even worth a YouTube watch and is best left forgotten.

Notes
+There technically are multiple endings contingent on miniscule actions you do, but they're only minorly-different from their brethren.

-You're able to walk an extended distance in all directions: an idiotic decision given Talma's sluggish gait and the absence of anything worthwhile to find. Throw this as yet another trick the devs inputted to deceive gamers into thinking their product is bigger than it is.

Content warning for discussions of futility in death and suicide/self-harm.

A waste of time.

A lot of games are about death. I won’t get all Philosophy 101 on you and say that Pac-Man fleeing from ghosts is a Freudian metaphor for pursuing Eros and avoiding Thanatos, but it shouldn’t really come as a surprise that death is everywhere in games. It’s primarily a narrative device — death is inherently ripe for drama as the last thing any of us will ever experience, meaning it can be played as heroic, sad, joyful, angry, honestly however you’d like — but it’s rarer for death to be a mechanical focus. Puzzlers like Karoshi and 5 Minutes to Kill Yourself do task the player with actively seeking out death, but these are predominantly played for laughs; most people who play these titles won’t get much out of them beyond a grossed-out laugh at making a salaryman drop a safe on his own head or making an office worker swing a stapler into his face, respectively.

Player death is usually a consequence for some sort of failure; the amount of allowed mistakes finally reaching a critical threshold where the only remaining option is to punish the player by killing them. You’d have a hard time listing games where this isn’t the case, especially if you weren’t allowed to look outside of what’s popular. The top hundred games for sale right now likely all feature the constant, looming threat of player death as a fail state, setting aside the use of death as a narrative element that many titles also lean upon.

Death is everywhere in games.

The Stillness of the Wind is not about death. It’s about dying.

This is a deceptive title, though it really makes no effort to be. Every store page that this game is on practically tells you what’s going to happen before you’ve even purchased it: the tagline is “a quiet game of life and loss”, and you should immediately be able to figure out where this story ends the second you load in and you’re playing as a lonely, hobbling old woman on a goat farm. Even with as much warning as you could possibly be given — too much warning, one could argue — Stillness of the Wind doesn’t portray everything as doomed from the word go. In fact, you’ll likely be overburdened with the sheer amount of things that need to be taken care of. Mechanically speaking, this is really no different from any standard farming simulator game, only with the pace cranked way, way down to compensate for the fact that you’re playing as a lady in her twilight years.

You’ll start off milking goats, making cheese, collecting eggs, sowing seeds, foraging around for trinkets and mushrooms. It isn’t long before the mailman-slash-merchant comes around that you get introduced to the bartering system, where you can stock up on all sorts of required materials. Your goats need hay, so you can trade a half dozen eggs for a couple bales; wolves are whispered to be lurking around, so you can pick up a few shotgun shells to scare them off; he’ll even bring around a billy goat during breeding season that you can borrow for a night to make your goats have kids, ensuring the farm can keep a stable population. There’s so much to do that establishing a consistent routine can be a little tricky, and it won’t be long before you’re eating meager meals of eggs and tomatoes to sustain digging a couple of extra farming plots after the sun has gone down.

But it’s all a facade. Without a word of warning, the shadows start getting longer earlier in the day. The time you have to work shrinks. More wolves come. Your chickens stop laying, and then they start dying. The goats stop eating. Letters stop coming. You run out of seeds to plant. Your crops dry up. The mailman’s inventory dwindles to little more than a bale or two of hay. Your cheese turns black and inedible on the shelf. You’re always tired, no matter how much you sleep. You begin to walk with a limp, and then you degrade into a slow shuffle. The kids won’t be weaned off of milk, but their mothers will be too starved to provide them or you with any. You have nightmares. Your family, far away, suffer. What mail you get tells of a world far away that’s falling apart. You can no longer sustain yourself, but there’s nobody else around to help.

It isn’t long before there’s nothing left, and you see how much of a farce this all was. Your final nightmare brings you to nothing more than rows and rows of scarcely-marked graves, lined up beneath a dark sun. Hundreds upon hundreds of crosses planted into dirt mounds trail along the horizon and stretch themselves beneath the frame. Too many dead bodies all in one spot. More than there should ever be. You wake before you’ve seen them all. It’s impossible to tell how many more there were. Powerful winds blow, grey-green clouds blotting out the sun and casting you in darkness during your final days. The goats — if any have survived — are scared. The wind and rain never stop. There’s nothing left to do. No crops to water, no milk to churn, no mushrooms to forage, no eggs to collect, nothing you could barter for. The mailman arrives with a final letter to let you know that your daughter will try to get to you through the storm.

She doesn’t make it. You never see anyone again.

Winter comes. Everything freezes. What hasn’t died yet now perishes. You are not spared this fate. You walk back inside and quietly fade away.

It’s an exhausting game. Once your mechanics start being stripped from you, beginning with the shorter days, you start to realize just how much time you’re wasting. Unmilked goats could have made cheese. Uncollected eggs disappear. Unwatered plants die. You have to choose what to focus on to the neglect of everything else, and none of it even matters in the end. It’s an outstanding bit of narrative harmony.

I won’t go as far as to say that I think farming simulators needed something like this — a slow piece that examines the futility of establishing routines and grinding to get the maximum amount of bartering materials and collectible trinkets — but I’m glad that this can exist alongside them. Stillness of the Wind hardly feels like a contrast to something like Harvest Moon or Stardew Valley; rather, it’s a complimentary material that showcases the inevitable death and decay waiting for them at their ends.

My only complaint really lies in the world-building that’s established here, because it feels to me as though it leans too much into the supernatural. The talk of lunar colonies and inter-planetary travel certainly surprised me at first glance, but didn’t feel as though they detracted from the story. The discussions about how entire towns have vanished into thin air and mysterious, unending carnivals that draw in unsuspecting people did feel a bit at-odds with what was being presented, though. It was a distraction that the game didn’t need, and it hurts what is otherwise an exceptionally grounded narrative.

At the end, though, when there’s nothing you can do besides sit next to the mailbox and wait for a delivery that never comes, it’s easy to want to let go. All of this is so tiring, and so futile. There’s no point in clinging to it, because there’s scarcely anything left to cling to. As Nic Pizzolatto wrote for True Detective, it’s a relief to realize that you don’t have to hold on so tight. You can just let it slip away, and make your peace with it.

I didn’t.

But it’s not really up to me, anyway.

What could have been a touching, poignant story about a woman living out her twilight years in a desolate, harsh rural landscape ended up being a boring and frustrating experience despite its brevity. As it often happens in video games, the developer bit off more than they could chew and delivered a convoluted story mired in pretentious writing and unrealistic characters and dialogue. Frustrating controls and interface along with occasional bugs certainly didn't help, but the worst thing about this game was that by the end I just didn't care about any of it at all.

Accomplishes exactly what it sets out to do, even if that means it is slow and frustrating at times.