![]() "But it didn't make a single difference, nor did it advance the story in any way." Try to get an apparently easy achievement, and he’ll harangue you for only caring about rewards.Īt one point, I spent several minutes hiding in a broom closet "Stanley went around touching every single little thing in the office," he’ll say. But the narrator knows what you’re up to. A "demo" (which includes no actual footage from the game) gives players a wall full of identical buttons that will "convey the meaning of choice and the impact of the decisions you make." Immediately after starting the full game, you’ll walk past a series of locked doors and blinking computer screens, which you might be tempted to check for clues or helpful items. On its face, The Stanley Parable is a satire of interactive storytelling, a way to tease out the irony of asking people to make real decisions when their every move is controlled by a piece of software. Which door does he take? And where does that door lead? The narrator says that Stanley takes the left one. Stanley makes his way down the hall, where two doors are open. How do we know this? Because we’ve been told by a friendly, matter-of-fact narrator with an authoritative British accent. ![]() One day, his boss stops telling him which buttons to press, and Stanley decides to go investigate. Here’s how The Stanley Parable starts: Stanley is Employee 427, a mindless, button-pressing drone in an office. But what if you could disobey the Voice? Could you make your own destiny? This is the entire premise of The Stanley Parable. By turns helpful, officious, and hostile, the Voice will tell you what to do and how to feel about it, even when it suddenly starts trying to kill you. Video games, as a rule, depend heavily on a trick that TV Tropes calls the “ Voice with an Internet Connection.” The Voice is the comm link in your head, giving you missions and explaining your world: think Halo’s Cortana, Deus Ex’s many operatives, or even Portal’s GLaDOS.
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