Voyageur and the Human Power of Sci-Fi

Science fiction is a relatively new genre. I grew up reading classic literature and learning from professors that taught me that there were distinct differences between literary fiction and genre fiction, so my knowledge of sci-fi was incredibly limited. Still, I’ve always seen space as a set of boundless possibilities. With so much still unknown about what lies beyond our solar system, it would seem like sci-fi stories can be the most outrageous, the most distant from our everyday lives. But in truth, sci-fi can touch on the human condition just as much as any piece of literary work.
Voageur is one of those games that hits me right in my literary travel bones. Set on a one-way trip to the center of galaxy, Voyageur is about finding those small moments of humanity during a trip to your descent. Humans live all over the galaxy, and their influence has spread along with them. During the trip, players can learn about each world’s happenings, what cultures the civilians have created for themselves, and what trouble they’ve found themselves in.
The game is a small but sharp look into being an observer and a participant to other people’s affairs. As you decide on which people to help, and what things to learn, your character grows as well. Parts of the game feels repetitive. For example, some planets have older travelers who are willing to tell you a little about their adventures. Every traveler I’ve talked to started their story by saying it was a “tale of woe,” although their stories did differ. Other acts are similar from planet to planet, such as visiting a monument or researching planetary data.