Audiogame The Vale: Shadow of The Crown Will Have You Update Your Headphones, Not Your Video Card

The Vale: Shadow of The Crown is the first in-studio, full fledged game effort from Falling Squirrel. It plays like a videogame, it sounds like a videogame, but it isn’t.
How do you take a “videogame experience” and communicate it to someone who cannot see at all? Paste insists on the convention of “video games” as one word—videogames—something I’ve always bristled at. But perhaps as billion dollar publishers and developers, console makers, and companies like NVIDIA push fancier and more expensive graphics every minute, it’s no longer appropriate to separate the two. Videogames, a discrete class where the game is itself inseparable from the urgency of the visual transmission.
The Vale has only the most cursory connection to “video” and then almost purely as a kindness to sighted players. The kneejerk response to “a videogame without graphics” is obviously a text adventure, but that would be wrong. While it certainly borrows ideas from text adventures, and video-driven videogames themselves, The Vale has far more in common with radio plays. This is an interactive audio drama.
An audiogame. It’s not the first, it’s not the only. But it’s one that delivers an experience in line with big RPG/Adventure titles like Skyrim or The Witcher. And while it might not be the AAA of games for the blind and visually impaired, it might just kick AAA asses into understanding there is both a market for games that cater to these players, and also that there are ways to bake accessibility into existing games that are designed around sighted players.
The premise is simple, almost rote. Like videogames in the genre, The Vale rises up from roots buried deep in early tabletop role playing games. You play Alex (second born, a woman, and blind—which in medieval inheritance terms is a losing ticket), a princess sent to the borderlands to rule over a small keep. You arrive just as the nomadic barbarians who haven’t been a problem previously decide to sweep in and sack the entire kingdom. So much for a quiet, out-of-the-way life. Without aid, and low on resources, Alex sets out on her journey back to the kingdom’s seat of power she had just been turned away from.
It’s a charming duet campaign. And for much of it, I was reminded of the time in the early ‘90s when my stepfather picked up one of those Dungeons & Dragons starter sets at the local game store, and spent a rainy weekend running me through a packed-in duet campaign. There’s a great deal of charm, and a game that is in some ways an extremely advanced proof of concept—an ideal way to show off just how successful the mechanics of play can be, without bodying players by way of narrative complication.
This is a medieval ass fantasy campaign. Trek across a medieval European landscape going from town to town meeting people (and what a variety of accents you’ll meet!) and helping them out, fending them off, and sometimes encountering the supernatural. A classic hero’s quest for a blind girl, nothing more, nothing less. And it works because it understands how audio drama works in a way that AAA studios still chasing “cinematic games” don’t.
Where videogames most frequently pull their influence from the theater’s stage, The Vale draws upon the radio drama’s recording booth. It’s a meaningful distinction, because both build the imaginary space for participants in similar but distinct ways. As with theatrical dramatic performance, the goal of radio drama isn’t a pure 1:1 simulation of the real world; instead it’s communicating narrative and theme through sound. Place, movement, and action that must usually be seen is rendered as foley or converted into expository dialogue. Crucial thematic motifs and narratively important visual signifiers are similarly metamorphosed into sounds that may be more prominent than their “real world” counterpart would suggest. Which isn’t to say other games don’t do this (they do) but the attention here, as well as the criticality of getting it exact, is the focus.