Hands-on With Tacoma: Conversations With Holograms
Check out more Tacoma screenshots here.
Inky blackness giving way to a lit corridor. The trudging of your own steps as you walk up to the steel bulkhead before you. A hologram appears and you quickly sign each of the letters of your password before circling the near-future equivalent of the “enter” key with your hand. After a second or two, the door slowly opens, and you step forward into the unknown.
Walking up to the small house in the Castro district of San Francisco where The Fullbright Company had set up shop was not quite as dramatic as the opening of their game, Tacoma, but I was nervous all the same. That quickly faded as the door opened and Fullbright designer Tynan Wales ushered me in. Immediately this felt different than the last time I previewed a game, which was The Witcher 3. The quaint home was quiet, for one, not awash with noises coming from a multitude of people I didn’t know. In fact, it was just Wales, Steve Gaynor (the studio head), myself…and a computer.
Exchanging pleasantries, Gaynor and Wales sat me down at the computer and got me started on a preview build of Tacoma. The game drew immediate similarities to Gone Home, Fullbright’s first release. The control scheme is almost the same, with the player walking around in a first-person space and interacting with objects that can be inspected up close. This made me a bit nervous at first. How closely would Fullbright hew to the formula that made them popular, and would that hurt Tacoma in the process? These worries, it seems, were on the Fullbright team’s minds as well.
Tacoma originally started life as a similar environment to Gone Home. It took place in a house and it had exploration elements. “What was the inspiration for Tacoma?” was my first question to Gaynor and Wales. “There wasn’t really an inspiration,” Gaynor replied. “I just said…what if it took place in a space station?” He laughs. He wanted something different, something that would immediately make Tacoma stand apart from Gone Home. Wales nodded. Work had already begun on Tacoma as taking place in a house, but he recounts that the team was excited for the shift. “Most of us hadn’t worked on Gone Home,” he said. “So we were excited to all be on the same page.”
Tacoma quickly differentiates itself in other ways as well. In it, you play as Amy, who has just started a new job on the space station Tacoma, located halfway between Earth and Luna. Amy has just boarded the space station to find it mysteriously empty. Scattered about the station are holograms, visual representations that can be interacted with to expand into message chains between the members of the station. Some of them play back audio recordings, with a silhouette of each member playing out the events recorded. The silhouettes are color coordinated to the member they represent, with an icon on their back designating their station. The other station crew members immediately stand out in their own ways. They are all very human, and even though my time with them was short (and I wasn’t even in direct contact with them!), I grew to like them all quickly.
-
Rock Band 4's Delisting Underscores the Impermanence of Licensed Soundtracks By Diego Nicolás Argüello October 24, 2025 | 3:00pm
-
The Pokémon Legends Z-A Soundtrack Breaks A Series Rule—And Brings Lumiose To Life By Madeline Blondeau October 24, 2025 | 1:45pm
-
EA Sports Mastered the Video Game Soundtrack During the PlayStation Era By Colette Arrand October 24, 2025 | 12:29pm
-
Life Is Strange Endures a Decade Later Thanks To Its Music By Willa Rowe October 23, 2025 | 3:04pm
-
We Have No Objections to Ace Attorney's Action-Packed Music By Marc Normandin October 22, 2025 | 1:21pm
-
What Is Call of Duty Scared Of? By Moises Taveras October 21, 2025 | 2:43pm
-
The Strength of Super Metroid's Soundtrack Is in Its Silences By Maddy Myers October 21, 2025 | 1:30pm
-
Reunion Is A Great Post-Car Crash Game By Wallace Truesdale October 20, 2025 | 12:00pm
-
How Games Turn Us into Nature Photographers By Farouk Kannout October 20, 2025 | 11:00am
-
Silent Hill f Returns the Series To What It Always Should Have Been: An Anthology By Elijah Gonzalez October 17, 2025 | 2:00pm
-
Super Mario Galaxy 1+2 Is A New Template For HD Remasters By Madeline Blondeau October 17, 2025 | 12:00pm
-
Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually By Grace Benfell October 17, 2025 | 10:45am
-
Taylor Swift’s The Life of a Showgirl Songs as Video Games By Willa Rowe October 16, 2025 | 2:47pm
-
Whether 8-Bit, 16-Bit, or Battle Royale, It's Always Super Mario Bros. By Marc Normandin October 15, 2025 | 3:15pm
-
Lumines Arise's Hypnotic Block Dropping Is So Good That It Transcends Genre By Elijah Gonzalez October 15, 2025 | 1:00pm
-
I’ve Turned on Battlefield 6’s Senseless Destruction By Moises Taveras October 14, 2025 | 3:30pm
-
Ghost of Yotei Reminded Me of the Magic of the PS5 DualSense Controller By Maddy Myers October 14, 2025 | 12:15pm
-
Steam’s Wishlist Function Is Missing One Crucial Feature By Toussaint Egan October 13, 2025 | 3:30pm
-
The Future of Kid-Friendly Online Spaces By Bee Wertheimer October 13, 2025 | 2:30pm
-
In the End, Hades II Played Us All By Diego Nicolás Argüello October 10, 2025 | 2:00pm
-
Hades II's Ill-Defined, Unserious World Undermines the Depth and Power of Mythology By Grace Benfell October 9, 2025 | 1:00pm
-
2XKO’s $100 Arcane Skins Are the Latest Bummer for Fighting Game Fans By Elijah Gonzalez October 8, 2025 | 3:00pm
-
Nintendo's Baseball History: Why Ken Griffey Jr. and the Seattle Mariners Should Be Honorary Smash Bros. By Marc Normandin October 8, 2025 | 1:00pm
-
Don’t Stop, Girlypop! Channels Old School Shooter Fun Alongside Y2K ‘Tude By Elijah Gonzalez October 8, 2025 | 9:14am
-
Ghost of Yōtei and Assassin's Creed Shadows Have Refreshingly Different Heroines By Maddy Myers October 7, 2025 | 12:15pm
-
Yakuza Kiwami 3 and the Case Against Game Remakes By Moises Taveras October 7, 2025 | 11:00am
-
and Roger and Little Nightmares Understand Feeling Small Is More Than Just Being Small By Wallace Truesdale October 6, 2025 | 1:00pm
-
Daimon Blades Is A First Person Slasher Drenched In Blood And Cryptic Mysticism By Elijah Gonzalez October 6, 2025 | 12:00pm
-
The Erotic and Grotesque Roots of Silent Hill f By Madeline Blondeau October 3, 2025 | 3:10pm
-
Time and the Rush of the Tokyo Game Show By Diego Nicolás Argüello October 3, 2025 | 1:49pm
-
Upcoming Horror Game From Spec Ops: The Line Director, Sleep Awake, Is Sensory Overload By Elijah Gonzalez October 3, 2025 | 10:30am
-
Is It Accurate to Call Silent Hill f a "Soulslike"? By Grace Benfell October 2, 2025 | 2:45pm
-
Fire Emblem Shadows and Finding the Fun in “Bad” Games By Elijah Gonzalez October 2, 2025 | 1:22pm
-
30 Years Ago the Genesis Hit the Road with the Sega Nomad By Marc Normandin October 1, 2025 | 1:44pm
-
Blippo+ Stands Against the Enshittification of TV By Moises Taveras September 30, 2025 | 12:00pm
-
Our Love-Hate Relationship with Silksong's Compass By Maddy Myers September 30, 2025 | 10:15am
-
This Week Was Maps Week By Garrett Martin September 29, 2025 | 5:15pm
-
Unlearning Productivity with Baby Steps By Bee Wertheimer September 29, 2025 | 1:30pm
-
Ananta Wants to Be Marvel’s Spider-Man, And Just About Any Other Game Too By Diego Nicolás Argüello September 29, 2025 | 11:30am
-
We Haven’t Properly Mourned the Death of RPG Overworlds By Elijah Gonzalez September 26, 2025 | 3:45pm