The game boasts over 40,000 words of interactive fiction as though this is a positive aspect but if I were to play a game about living through depression I would prefer something that drew me in through artistic means rather than having to climb a seemingly unending mountain of paragraphs and written dialogue. The actual quality of the writing is very good, a little bland but it's mostly descriptive rather than creative and tends to set the scene nicely. What the game primarily suffers from however is way in which the player interacts with the story by making decisions. Decisions appear at the bottom of the screen and, as time goes on and your character’s depression worsens or improves, some of these options may be greyed out as you lack motivation or are in other ways simply not able to be picked. What this is supposed to simulate is the feeling that your life will never get any better and to emulate how much of a struggle it is to cope with the debilitating condition but what it actually rendered was a game where, even if you were supposedly getting better, your decisions and choices at improving your life went unrecognized. Rarely you would be told that you were getting better or your mood was briefly lifted but the writing never reflected this and the frustration of being unable to pursue treatments like therapy or medication later on down the line make your optimistic choices feel fairly pointless. Even though I tended to pick things in an attempt to make my guy feel better I found myself clicking through pages of dialogue with only one option to choose from; the depressing one. Unsurprisingly I ended up getting a rather negative ending and I felt like I'd been backed into a corner; good imagery for feel life but not a great feature of a 'choose your own path' interactive fiction game.
As I just said, the choices do eventually have an effect in the way of alternative endings. Usually this feature would have me all excited and intrigue to play through them all but something about this game just left me too fatigued to even try. Maybe it was the depression. Maybe it was the fact that after an hour that felt like three of carefully selected choices I was still left with a conclusion that felt watery, unresolved and unsatisfying. It seemed that no matter what I chose I was always going to end up in some undesirable rut that wouldn’t change anything anyway so what was the point of trying again. I realize the irony that this is exactly what depression feels like so on a positive note the game stirs up in you a very accurate portrayal of depression, the fact that this is a positive note does nothing to recommend this game to others. From a gamers perspective, unless you are either too happy to function and need bringing down or want to try and experience the unending torment of somebody living with depression then I wouldn't recommend you play this game. From a personal level however I would suggest you play a little bit of it so you at least take part in the awareness raising that the developer is attempting to perform.
The Good:
- Well written
- Insightful and educational
- Application of choices enhances connection to character
- Brilliant portrayal of the illness
- Donation of charity and awareness raising is always a good thing
- The five alternative endings allows for some re-playability
- Generally, rather boring
- Lack of visuals makes it feel like a book, not a game
- The cross from webpage to Steam should have included significant gameplay changes
- The music is repetitive, gets a little glitchy if you’re depressed but that’s it
- An hour of play felt like an eternity
- Seems to have become popular on the back of controversy
- Surprisingly lacking in emotion
Final thoughts: “It’s clear this game is for a good cause, it promotes awareness and donates to charity, but that still doesn’t make the game fun or interesting. This is not really a game and it shouldn’t really be on Steam.
You can play Depression Quest for free here via the developers website.