ZeroRanger, Void Stranger, and despair

System Erasure is a tiny game development studio based in Finland. The only two members of the team have so far managed to create two staggeringly different entries into their repertoire. The first is the high octane shoot-em-up 'ZeroRanger' where the player is tasked with being the sole defender of earth against an overwhelming alien fleet. The second being the far more subdued sokoban (block pushing) puzzler where the player delves deeper and deeper into a cryptic labyrinth in search of something at the bottom. While on the surface these two experiences seem to hold little in common with the other, astute individuals will notice peculiar details amongst the sparse store pages of both of their games. What kind of shoot-em-up would include “mystery” as one of the major selling points of the game? Why does the seemingly medieval fantasy presentation of Void Stranger's trailer contain a cutaway of what seems to be a mech? Indeed, there is more to investigate on those fronts but I will not discuss these things in depth. Instead, the spotlight will be on the major thematic connection that underpins both games regardless of gameplay or setting. Both of System Erasure's games want you to give up and succumb to despair.

Games that want you to stop playing

spoilers for “Spec Ops: The Line” and “Undertale”

The concept of a game that presents a narrative which brings to attention the player's active participation isn't unique. These games are often dubbed as 'meta' though it isn't necessarily a prerequisite for that kind of storytelling. What likely comes to mind for many would be the final boss of Undertale's appropriately named “genocide route”. Over the course of repeated thrashings the final boss in question takes time to explain that in order to stop you they must present an insurmountable challenge to get you to lose interest and quit. Presenting an in-universe justification for the unexpected jump in difficulty inflicted on the player. This is framed as an act of heroism on behalf of the boss, as in this scenario the player is quite clearly made out to be the villain.

Alternatively, one could look at “Spec Ops: The Line” where a generic third person military shooter centres around a main character who's singular obsession with an end goal is used as a justification for more and more reprehensible actions. This goes to a point in which the game begins to call you out in the loading screens asking if you “feel like a hero yet?”. This is a compelling narrative, and I can attest to feeling like a terrible person in being complicit to the events of the games through my shared drive to see the game to its end. Perhaps in retrospect the best choice would have been to stop playing, upon having realized my motivations were corrupt.

What makes System Erasure's games noteworthy (besides the excellent game design, art, music etc.) is that they flip this script on its head. Instead of critiquing a player's decent into darkness they instead pose a debilitating threat which the player is then invited to overcome. It instead becomes a trial of triumph in the face of adversity, every setback designed to shatter your resolve, every barrier broken begets an even greater challenge. At times it feels the game is laughing at you, relishing in your seemingly futile efforts to summit the ever growing mountain climb set before you. All this in service of the hope that you, the player, decide to end it all and move onto something else.

DO: 1. NOT 2. GIVE 3. UP.

In this framing it is plain to see why these experiences can be unpalatable to many. However this scaffolding is the bones with which System Erasure fleshes out a narrative that makes these games compelling. The depths of despair that the player may find themselves in percolates into the vessel they inhabit. The personal journey one takes when attempting one of these games becomes as much a part of the story as the textual content itself.

To that end, the successes and failures the player experiences also become the character's shared milestones. Ultimately the fate of the character and the overall story is left in the hands of the player guiding them. Should the proverbial suffering become too much to bear and the player unwittingly provides a silent and unspoken “no” to the video game mantra of “do you wish to continue?”, this too reflects on the story being told. With the game having been dropped what remains is a tale of a valiant challenger tackling the adversity they face head-on and failing, left to the whims of the forces that opposed them. This is by all means a “bad ending” and it all takes place with barely a single dialogue option.

If you reverse this outlook however, you instead get a tale that is electrifying. Despite their better judgement, despite all the slings and blows, the player steels their resolve and carries onward. Stoking the flames of determination as it lights the way to the shores of victory. Their human spirit remaining indomitable as they persevere to reach what can only be described as nirvana. This is the story that System Erasure seeks to craft with their players.

It is with absolute certainty that I say that System Erasure delivers some of the most exhilarating rewards in the medium for the players that commit to sticking with their experiences. The satisfaction coming in part from the sheer difficulty that the players faced matched with the elation that the journey is over. The bizarre form of Stockholm syndrome could be easily dismissed as self fulfilling if not for the absolute grandeur and spectacle of these climactic endings. So bombastic are these conclusions that it almost becomes an experience in ascending to the divine, shedding your mortal shell to comet through the stars.

Story of a Sojourner

It's unlikely that the player's path to that aforementioned state will be direct. In my personal experiences with both ZeroRanger and Void Stranger there were periods of committed progress and then there were long stretches where I would put the game down. In a normal scenario I would probably have left these games behind me, making peace with however deep I got into them. However I found it uniquely difficult to fully drop these games, burdened with the lingering feeling of unfinished business. In service of advocating for these games I believe it is necessary to discuss my personal experiences with them.

In the case of ZeroRanger, without tipping the game's hand too heavily, there is a major point in the story in which the player chooses to risk everything to continue. Ultimately, it is unlikely the player will be successful on their first attempt, and so must undertake the process of retrying after their failure. In a game in which you are facing a constant onslaught of enemies and bosses, this moment functions as a particularly deep gut punch to your progress. This is softened by the fact that every attempt is accompanied by knowledge gained which can then be applied to further attempts. Repetition breeds mastery, fuelled by the player's self confidence and willingness to persevere.

I would occasionally have bursts of playtime interspersed with long periods of doing something else. With each spat of commitment to the game I slowly circled towards the gravitational well that is the game's conclusion. While I may have been orbiting this game for years, I was inching closer and closer to my final goal. Until one humble evening I booted the game after another long period of downtime with no preconceptions or desires for any particular result. I played, and played, and found myself doing better than I had ever done before. Before I know it, I faced that final barrier once more, and choose to push onwards. At this point I've become so well acquainted with the game that even if I lost here it barely constitutes as a setback. Risking everything, I keep moving forwards, my little virtual spaceship has been shed and my very ego is laid bare. My screen dances with colours and lights, and I find myself dancing with them. I've been here before, but this virtual dance partner previously had me stumbling over my feet and leaving me in the dust. This time, however, it's like I have known these motions my whole life. Step, step, twirl, I trip. My heart is beginning to race, I just have to keep it together for a little longer. I move on instinct, and worry how long I can keep this going for. Just as I was about to give out, and get sent back to that familiar starting position I open my eyes to see something I hadn't seen before. I realize I made it through, I have actually felled this beast. I would've screamed for joy but... it was 1 in the morning.

In the case of Void Stranger, instead of the high octane action of its older sibling, you are instead subjected to the mental strain of a gauntlet of puzzles. However despite the completely different setting the same rule applies here as it did in ZeroRanger, that being “knowledge is power”. In playing this game I assembled a board of notes that would grow alongside the things that I learned. Despite that, I ran out of steam my first time in. It wasn't until another person encouraged me to continue trying several months down the line that I picked the game back up and made some major revelations which completely changed the game, that I was sure to have seen everything the game had to offer. Only to face walls so impenetrable that despite all my notes and deranged reasonings I could not find a way to continue, so I stopped again.

It wasn't until this summer, roughly a year later that I happened to stumble on my notes for Void Stranger, idly thinking “ah yes I would like to finish this game sometime”. As I peered once more upon my scribblings I began to notice some connections that I hadn't noticed all those months ago. I began rearranging these pieces I had collected. Next I realized I was staring at this shape I've assembled in my notes, the culmination of all of my efforts. I had finally made what might just be the proverbial key to this locked door that prevented my progress. There was no other choice but to open this game once more, and see if it fits... click!

You can probably figure out the rest.

Embrace the void

It would be pertinent to add one final note to this discussion. While these games are quite challenging, they are by no means miserable experiences. On the contrary, I consider these to be some of the best games I have ever played. I would hope that in reading this dissection you might wish to investigate these games yourself. Much like how someone else helped give me a little boost when I was playing Void Stranger, I would be more than willing to give tips and guidance for either of these games. More than anything, if you do decide to dive into these experiences then...

May you attain enlightenment

Until next time!