Location Is Everything for Last Stop and Virginia
So far, both of UK based studios Variable State’s releases primarily concern themselves with location. Both of their titles, Virginia and Last Stop, conjure place. Though Virginia has one playable character, FBI agent Anne Tarver, and Last Stop has three, John, Donna, and Meena, both games focus on a mapped network of intersecting lives. Power and class are inescapable considerations of place and community. They are the source of Virginia and Last Stop’s taut points of tension. While Virginia leans into abstraction, turning its small town, called Kingdom, into a metaphor for America’s shattered heart, Last Stop lovingly renders what feels like real places. In the process, though, it loses its predecessor’s spacial argumentation.
Virginia’s United States is artificial, a plastic country town cobbled together from movies and TV shows. The cold office hallways of the FBI headquarters and Kingdom’s white steepled church draws from the cliches of Americana. However, its artificality allows it both abstraction and scale. To put it simply, Virginia is Twin Peaks moved to America’s heartland and more openly interrogative of its power structures. Virginia’s abstraction is neither ill-researched nor irresponsible, though its clichés do sometimes intrude. Rather, it creates a map of power. Though you return to FBI headquarters several times throughout the game’s dreamy two hours, you are never seen outside of it. The sensation is one of total entrapment. As Anne Tarver’s investigation unfurls, its connections to the heart of the FBI become clearer. The small town’s abusive preacher, the secrets hidden in Anne Tarver’s files, and the FBI headquarters themselves weave into a tapestry of power. It’s hardly an original point, and one covered more compellingly in its inspirations. However, Virginia still hits because of that most video gamey of ideas: repetition.
The entirety of Virginia is in first person and most of it is from Anne Tarver’s perspective. Outside of the FBI headquarters, most of the game takes place in Kingdom. As a consequence, there is a real sense of embodiment. The game takes the time to establish Anne’s routines, and you’ll get dressed for the day and walk down the halls of your office building several times. Through these repetitions, Anne’s relationship to the spaces of the game changes. In one marvelous sequence, Anne imagines herself climbing the FBI’s ranks, eventually taking her boss’s role. With every promotion comes another repetition of events, another marginalized person scrutinized and crushed by the FBI’s surveillance. Through it all, these repetitions emphasize Anne’s position as one node in a massive network of power. At the end of the game, when time and space shatter, it feels like the natural consequence of a person pulled about by her surrounding structures.
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