Weekend with Indies: Far From Noise
We’re scraping the bottom of the bank account again with the
return of Weekend with Indies! This time I’ve taken a look at a game that has
intrigued me for a while now: a little endeavour by the developer George Batchelor
called Far From Noise.
Far From Noise is
a visual novel about having a quiet conversation, but it has elements of an
adventure game too, with different dialogue boxes leading to different
responses. It’s also a bit of a strange one, as the protagonist is a
20-something year old young woman trapped in her car as it teeters over the
edge of a cliff.
She also passes the time by chatting to a nearby talking
deer.
In what has become a typical design philosophy for games
like this, Far From Noise follows a
minimalist style in terms of artwork and user interface and input. The entire
game can be played using only the d-pad on your controller, making it highly
accessible from a design standpoint. Indie games are often made on incredibly
tight budgets, which means that this minimalist approach may not make for a
compelling environment, but it allows the player to become engrossed in the
story, and, in this case, the music, which is wonderfully meditative and
calming.
Overall the presentation is wonderful; care has been taken
to make sure that the low-poly assets are joined by spikes of visual activity. The
sun slowly dips below the horizon, bathing the scene in wonderful red, orange,
and purple light. Birds circle out over the ocean. Butterflies and, later at
night, fireflies flit around the car and the deer as the conversation
continues. The whole scene could have been a dynamic screensaver, designed to absorb
the stresses of life.
This is something the conversation touches and evolves into.
We learn that the young woman drove out to the cliffs to dwell on the
possibility of leaving university, feeling as though she is not cut out for it.
The options for dialogue vary between the pessimistic and avenues that hold far
more optimism. The young woman is hopeful that she will get out of the car, but
also believes that her time on this world is up and that she has nothing to
show for it.
Whilst some of the characterisation and dialogue is great, a
lot more of it feels forcefully humorous and, honestly, a bit pandering. Elements
of the player characters language and jokes feel as though they have been
ripped straight from Tumblr and online conversations, not physical ones. But then
this is a narrative about dangling over a cliff discussing your insecurities
with a talking deer, so who’s to say what is real?
![]() |
George Batchelor, 2017 |
The deer, too, feels
as though some lines are forced, although this is to do with it becoming almost
overly philosophical and rhetorical. Subjects can go from a family holiday to nihilistic
transcendentalism in a blink of an eye. It means well enough, and I love that Far From Noise lists its inspirations as
being the works of Muir, Emerson, and Thoreau, I think the game has approached
such topics in a bit of a ham fisted way.
Perhaps this is because the deer is meant to be an allegory
for the player characters subconscious, especially due to the way the subjects
flow. The repeated acceptance of death and recounting childhood memories of
family holidays and stargazing at the cliff edge works very much like the fragmented
way in which our minds work in stressful situations.
In short, I don’t know what to think about Far From Noise. The narrative comes
across as a well-meaning appeal to those who need to take a step back, be calm
and reflective, and embrace life’s lack of meaning. But at the same time, the
themes and their presentation come across as incredibly art-school, and certain
segments of the conversation left me feeling impatient and bored. Not
disappointing, but not one to rave about either.
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