Hands-on With Tacoma: Conversations With Holograms
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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.