Experimental games in the commercial space have put themselves in a strange position for a number of years. They may promote themselves as questioning the assumptions we take for granted or exploring a subject matter that games typically don’t explore, but because these games force themselves into formats we typically associate with games, there’s always a limit on what they’re capable of accomplishing. It’s a respectability thing, I suspect; fearing that nobody will take what you’re doing seriously unless it can be openly recognized as a game. Sometimes that works out, like with Little Inferno’s scathing commentary on the futility capitalist consumption. Other times, you get 1979 Revolution: Black Friday awkwardly trying to fit its interpretation of the Iranian Revolution into a Telltale-esque format.
Unfortunately, OneShot fits into the latter of these two categories. Originally released as an RPGMaker 2003 game a couple of years ago, OneShot follows a young girl named Niko on her quest to restore light to a dying world. It confronts the possibility that this world is already beyond saving and then asks how we might continue to lead our lives in the face of its perhaps-unavoidable descent into ruin. This game is by no means the first to probe into questions like these, but the answers it provides are infused with enough warmth, hope and humanity that the world feels as though it has meaning even if Niko doesn’t succeed in her quest. Or at least it would if OneShot were presented in any other way. However, the game’s unconscious desire for legitimacy as a game drags it down in ways it can’t hope to recover from.