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Photopia: Story
built 303 days ago
Although Photopia insists on telling a story (and the same story, no matter what you do), it can be worthwhile to go through it again and explore some dialogue options for interesting results. ~ Kyle Knight, All Game Guide
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There is no denying that Adam Cadre's Photopia is a well-written, engaging work of fiction. (Well, okay, somebody probably will deny it. But it won't be me.) It tells a powerful story in well-crafted prose heavily seasoned with implicit allusions to other works, notably Russell Banks's "The Sweet Hereafter" (and Atom Egoyan's film thereof), and Carl Sagan's "Contact." (The power of the story, incidentally, derives in part from figuring out its nature and structure, and hence I won't go too much into detail here.) It skillfully uses multiple narrators to tell its tale, and carries themes and images throughout that help give the story life. In short, it's an excellent work of fiction.
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Photopia has few puzzles and a linear structure, allowing the player no way to alter the eventual conclusion but maintaining the illusion of non-linearity. This gives weight to some of the story's motifs -- questions of free will and determinism.
Photopia is a story within a story, perhaps yet within a story. You are Wendy Mackaye, first female astronaut on the Red Planet. Or, perhaps you're Alison's father, explaining astrophysics and element formation to her. Maybe you're Mr. Mackaye, driving Alison back home after she babysat your daughter. Each of the stories are separate but they're all joined together and make up the whole of Photopia.
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