Enlarge / Thats how the docs face looks throughout Statik Institute of Retention. Game Details Developer:Tarsier Studios Publisher: Tarsier Studios Platform:PlayStation 4 (requires PlayStation VR) Release Date:April 24, 2017 Price: $19.99 /15.99(free demo) Links: Official Website
The first thing Statik Institute of Retention gets right is that it leans into every single limitation of the PlayStation VR platform.
The last thing Statik gets right is that it turns those limitations into a bizarre, brilliant rumination on our relationship with computers and gamesin a way that only brilliant sci-fi can pull off.
Along the way, the PlayStation VR game reveals its share of successes and failures, but through all of those, this VR debut from Swedish developer Tarsier Studios lands on PSVR as the platforms most compelling sit-down experience yet.
In real life, youre holding a PlayStation 4 controller. Statik maps your hands to this puzzle-trap devicethen keeps your hands and fingers so busy figuring it out, youll really buy into the trapped feeling.
Honestly, in practice, the sensation never felt claustrophobic or uncomfortable. For me, I simply believed I needed to solve these danged puzzles (and I felt free to put the controller down plenty of times).
Brief lie-detector interludes are amusing, if bizarre.
If youve played the free demo, you’ve seen this room. It’s a memorable one, for sure.
No, typing help into this box won’t save you.
Youll start the game holding a PlayStation 4 controller, but within seconds of loading, youll feel like your hands are trapped in a box. Its a crazy sensation, fueled by the games premise: youre in an apparent research institute, stuckin a chair, and your arms and hands are tracked in your VR field of view (since the PSVR can track controllers).
Only, you dont see your hands. Instead, you see a strange box covered in dials, buttons, wires, and other imagery, and your hands are wedged into it. Conveniently, your on-screen anatomy, including arms and wrists, matches up with how your real-life hands hold a controller. As you try to make sense of this institute, you realize that your every tap of the PlayStation 4 controllers various partsbuttons, joysticks, triggersmakes different stuff happen on this box your hands are trapped inside. What does each button press do? The lone man in the room, a strange guy named Dr. Ingen, wont tell you. You have to figure it out. Maybe your joystick will turn a dial, move a slider, or open and close a panel. Maybe your buttons will activate something on the boxor something in the room youre in.
The objective in this first room, and the other rooms you encounter, is to figure out how to solve each rooms box. And thats all you really do in Statik; you never get out of your chair to explore your world or do other things with your hands. Yet, thats okay. Everyboxhas its own strikingly different set of rules and logic, and, for the most part, Statik succeeds in revealing to players, in myriad interesting ways, a different logical language for each of its puzzles. Your button taps and joystick pushes will never do the same thing for multiple boxes. If you see, say, an alphabet-related puzzle once, you can safely expect to never see another alphabet-related puzzle again.
Each puzzle box includes a series of interlocking puzzles that ebb and flow between each other. Revealing a single one can set off a spoiler domino, so I’m staying mum here. The same even goes for explaining why the game is sowell suited for VR. At first blush, I thought that Statiks challenges could be neatly converted to a traditional television, where you must look at the TV while your game controllers movements are tracked. But not too long into my puzzle-solving, I realized how important being able to hold your puzzle boxes right up to your face is, and I also found out how important the feeling of presence plays in solving some of the puzzles.
I will confirm that, about three times, I ran into painful breakdowns of game logic. A puzzle solution required a logical reach beyond what made sense inside of the game world. In one instance, I sat for 15 minutes, incredibly frustrated by a single dead-in-my-tracks obstacle. This kind of frustration only feels more intense when youve got a bulky VR headset on. If you worry that puzzle frustration willbe too much to bear while trapped in VR, tread carefully. A few puzzle moments were cakewalks, as well, though I liked those as palate cleansers between the memorable toughies.
In both good and bad news, Statik doesnt wear out its welcome, because its quiteshort. Maybe Im just a flippin genius, but I beat the nine-puzzle campaign within two hours. The game doesnt look like it has been built for additional puzzle rooms fed by way of DLC, either.
While Id love to be proven wrong, I had to settle on a very odd consolation prize: a substantial co-opmode that isnt even advertised in the game. Knowing about this mode almost feels like being in a secret club because it requires connecting a smart device to your game via the PlayStation Appa thing Id never even installedand tapping the second screen feature without any prodding from the game.
I have no idea why Tarsier doesnt tell players about this mode, because it is mindblowingly good. Think of the split-screen game Keep Talking And Nobody Explodes, then add Statiks brand of clever puzzle solutions and out-of-nowhere control options, and you’ve got this hour-long campaign. Three of the solo campaigns puzzles return here, but theyve been remixed withmore complicated steps, along with the required use of a friends second screen. All players will see the VR users view, thanks to PSVRs screen share feature, but the smartphone user gets exclusive controls and views.The ways Tarsier involves this second screen aresneaky as heck, and theyre worth slogging through, even if the PlayStation App relies on some slightly wonky HTML5 for its trickery.
Along the way, at least, I got to know a very strange man named Dr. Ingen. Though, strangely, this character spent more time trying to get to know me. While solving puzzles, Ingen stands watch, scratching notes onto a notepad and loudly sipping coffee. (Im going to leave you, well, as alone as one can be in a room with someone else, he quips before you sink your teeth into one puzzle.) Between rooms and at other important moments, Ingen interrogates and projects in strange ways, alternating between philosophical meanderings and seeming mistruths.
Ingen (blurred face and all) spends pretty much all of Statik at your side;youre also usheredinto his personal, private world a few times. The storytellers at Tarsier walk a fine line between making him equal parts relatable and confounding, and for the most part, they pull it off. By the end of your time with Dr. Ingen, some mysteries are revealed, others are left vague, and still others are left trapped in their own veritable puzzle boxes. I absolutely crave this kind of WTF-worthy sci-fi storytelling from a good puzzle video game, and Ingens subtle, macabre demeanor, buoyed by his strange relationship with a helpful, silent computer, results in a much more mature and intriguing puzzle antagonist than Portals more lively GladOS.
In spite of some Jiminy, that wasnt fun! logic leaps and a brief runtime, Itruly loved Statik. I always felt immersed in its world, thanks to the clever trapped-hands puzzle boxes and the research institute setting. Without spoiling the ending, I appreciated how those elements fit into the games conclusion. And, man, that co-op surprise.
I will long remember Statikas an example of immaculate, interactive art. It’s as valuable for its mechanics as its sheer experience.Statikis a must-buy gamefor any PSVR rig, right next to Resident Evil 7.
Verdict: A PSVR must-buy.
Hands in the box: New puzzle game Statik does right by VR – Ars Technica