Venba and Papers, Please Flex the Same Emotional Muscle

Papers, Please has been out for 10 years now and it still bubbles up in my mind all the time. It’s been touted as a dystopian document thriller, but I’ve always remembered it as an empathy game where you’re made to inhabit a stranger’s point of view through words and rigorous play. It exists at a completely different level of magnification and uses different means, but the new narrative cooking game Venba is working to a lot of the same ends.
Both use a combination of well-written dialogue and simulated mundane tasks to tell their story. Whether it be a customs officer struggling to stay abreast of the border’s constantly changing policies or a mother cooking expectantly for her adult son, you’re made to inhabit the character’s head by the menial labor they perform in a day.
In Papers, Please your family exists more as a carrot on a stick to incentivize playing accurately. If you don’t cross reference someone’s documents correctly, that’s fewer resources you can spend on your family’s basic needs. Sometimes “doing your job correctly” in this context means separating a family, or all but deciding whether a stranger lives or dies under a totalitarian regime that clearly sees them as a waste of space.
You get two free mistakes per day and at some point I found myself even thinking of these as a resource to help those whose paperwork might be out of order. On a particularly hectic day, letting a woman with an expired passport follow her husband you just let through might just cost your family their dinner that night. Ultimately, the amount of times you can save people like this comes down to how fast you are at the game and how much discomfort you’re willing to visit on the immediate and extended family members that depend on your income.
Papers, Please is really good at using small changes in your routine and familiar visual cues to tell its story. The top half of the screen is taken up by the mostly stagnant image of a customs line snaking off the screen. This lets you see the glacial pace at which the line moves as you do your job and makes it that much more poignant when something horrible happens and the folks in line scatter in a panic.
One person near the end of the first day answers your request for his documents by curtly telling you “It was a mistake to open this checkpoint,” before leaving. This only comes after another traveler complains about waiting in line for eight hours. The first guy doesn’t mention that he waited in that same line all day to give you his ominous message, which makes it that much more haunting and effective when you complete that circuit in your head.
Both games deploy their own striking visual and sonic aesthetics to keep your attention too. The dehumanized grunting noise you let fly from your border checkpoint’s intercom system to let the next person know it’s their turn. The beautiful music Venba’s title character puts on to accompany any bout of cooking, big or small. Venba’s sound design even goes so far as to absolutely nail the foley work for cooking appliances that many players may not have even seen before.