Beholder and Papers, Please: One is Worth Watching




Time to Beat: 4 Hours
I acquired Beholder, designed by Warm Lamp Games, in the May 2017 Humble Indie Bundle 18, as a side effect of purchasing Kentucky Route Zero (which I will not play until the fifth and final act releases). Though I'd never heard of it before, something about was intriguing. It seemed reminiscent of This War of Mine, Gods Will be Watching, Limbo, but especially Papers, Please. After 116 minutes, I realized it was nothing like any of these. The player controls an unnamed up and comer in a dystopian police-state. He's just been assigned to manage an apartment complex, where the main task is to survive and protect one's family. His job is to spy on the renters, assembling files, documenting all infractions, and at suitable times, reporting the inhabitants to his superiors. Failure to do so may result in imprisonment, while poverty, starvation, and death are constantly threatening from the shadows. It all sounds fun, but the mechanics are both limited and shallow. And while the game seems to be an open ended story it is heavily scripted, a street paved with events, where there are always two choices, and they don't matter much one way or the other.

The failure of Beholder to deliver an advertised substance, led to disappointment, a desire unsatisfied, and a search for another game to fulfill the void. That was when I remembered Papers, Please. Though I'd purchased it long enough ago that the date of the event is lost in database of Steam, I'd never finished it. Reflecting, it seems I abandoned Papers, Please over a mistaken assumption. It seemed at the time, that receiving any of the twenty endings was permanent. But in actuality, one is allowed to restart from any already completed day and continue on, even if having received one of the unfavorable conclusions. There is space for experimentation, and the lack of perma-death reduces the sting of failure. But forgoing further of revelations of past confusions, let's examine the details of Papers, Please.
In Papers, Please the player watches through the eye and ears of a border agent of Arstotzka, controlling the entrance of immigrants into the Soviet style nation. Arstotzka, a communist police state, wields pervasive surveillance over its citizen, while threatening its neighboring nations.

Every day, the protagonist stands in a small booth in the town of Grestin, bordering the nation of Kolechia. Arstotzka has just concluded a six year war with Kolechia, successfully “reclaiming” territory, including Grestin. Potential entrants come forward one by one and display their paperwork. The player must review the data and confirm it corresponds 1) with the person presenting it, and 2) to the rules in the Arstotzkan Ministry of Admission Rules and Regulations for Inspections book. After a rushed examination, the player displays their determination by applying either an “entrance granted” or “entrance denied” stamp to the applicant's passport. Papers, Please begins suspensefully enough, yet it continually develops further tools to test the player's blood pressure. In the very beginning, entrants carry only a passport, but as different developments occur they are required to produce the following documents: entry tickets, ID cards, work passes, diplomatic passports, and identity supplements each of which has different combinations of data, and the player must sift the information for infractions. Additional tools (such as the body scanner), instead of easing the difficulties of the job, only compound them, while pointless tasks (such as passport confiscation) add a further excruciating twist. For these reasons, the struggle of managing the paperwork never subsides, and the player is always forced to learn new techniques to cope. One technique I employed: writing the details of the rulebook on a piece of paper to have it refer to (this is easier than use the in-game rule book which is smaller and by extension only contains a limited amount of information per page).
But the duties of the job alone are not responsible for the tension. Economic necessity and political conflict menace the protagonist and his family on another scale. After each workday, there is an accounting. The protagonist returns home, rendered in a minimalist style, white text on black background. On this screen the revenues and fees of the day are recorded, and the condition of the family members are displayed. If the player has accumulated enough credits they can be expended on extravagances such as heat, food, or medicine. The father's pay is determined by the previous day's performance. Each immigrant granted entrance to Arstotzka is worth five credit, while each denial earns nothing, though in some situations the player is allowed to order arrests, and every two arrests can be redeemed for five credits. In addition, offering entrance to applicant's with errors on their paperwork is worth nothing, and mistakes are penalized with a five credit fee, though the first two mistakes each day pass unpenalized.

Papers, Please is a simple game. It is a game of bookkeeping and paperwork, with only two screens, one of which (the nightly accounting) is so simple it almost doesn't even deserve any recognition. Even the border scene is sparse. On this drab screen, the player observes the endless line of emigres, the border booth with its blaring speaker, the wall separating Arstotzka and Kolechia, the soldiers guarding the country, and the road beyond. Beneath this banner is the view inside the custom booth, featuring the upper torso of the interviewee, a clock, the equipment necessary for the job, and a enlarged desk for examining any necessary documents. The drab greys, browns, greens, and yellows are a perfect backdrop for the Arstotzkan situation, and the plight of the refugees. It is slightly offset by the passports, six different colors (one for each of the six neighboring countries) and the two large stamps, green for “granted” and red for “denied”. The colors also function as a mechanic, their monotonousness leads the player into to error, a lack of highlighting, a dullness which the eye can't grasp, like a climber failing to find a hold in a smooth rock wall. And while this description of Papers, Please appears tedious, it it is designed for a purpose, emphasizing everyone's predicament. The audio serves a similar function.
Every action the player takes (along with other inputs) is accompanied by a clear, distinct, engrossing sound. The shuffle of the paper, the thump of the stamp, the clank of the protective grating, the snap of the camera bulb flashing, the electronic grating of the printer, the slide of the file cabinet door, and the clink of a grenade on pavement. Each of these are memorable, contributing heft to each activity. The ambient noise of the crowd milling about as they wait hopefully for entrance, and the shrill terror of their voices raised in flight at the detonation of a bomb, define the tension of the moment. Even the cheerful voice of a friend and the chilling voice of a bomber are exquisite. While the link is provided above to listen to these noises, without immersion in the activity of Papers, Please they hold admittedly less significance.

And while Beholder's story failed to produce anything worth observing, Papers, Please offers a international conflict, a personal struggle for survival, and political intrigue, while creating memorable characters to convey it. In the unforgiving situation which is Arstotzka, two factions vie for the protagonist's loyalty. Both care nothing for his well-being, only what what he can provide to their cause. A secret society, EZIC, desires the player's assistance in infiltrating the country and overthrowing the ruling class. They appear mysterious, ominous, and threatening, but preferable, because all anyone has to do is ask themselves, “Why should I trust EZIC even though I know nothing about them?” and the answer should be, “Because the rulers of Arstotzka are paranoid, brutal, and irrational masters.” Over the course of the 31 playable days, an EZIC courier approaches the protagonist with five missions. Is trusting EZIC or Arstotzka more likely to earn the player a successful ending? Of the twenty possible endings there are three which could be categorized as successful. Recommendation, don't vacillate. No one appreciates a fickle friend, the betrayed slander them as betrayers.
The three piece conflict (political, economical, and work) are not abstract. They are made real by the characters the protagonist interacts with. First, there are the suicide bombers from Kolechia. Every blast, perpetrated with inhuman brutality, shattered the thin curtain of calm. I came to hate those bastards as much as anyone playing a video game can hate anything. Then there all the immigrants who appear only once but offer threats or beg for mercy. One man demanded entrance so as to seek revenge by torturing his daughter's killer. Finally, there are the regulars, Dimitri the demanding Ministry of Admission Supervisor, Calenski the guard who offers credits if the player will arrest immigrants instead of denying them entrance (and then refuses to hand over the cash), M. Vonel the deadly Ministry of Information investigator, Sergiu the soldier who begs for his love to pass safely through the checkpoint even though she doesn't have the proper papers (he died in a suicide bombing the day after she made it through), and Jorgi, the cheerfullest drug dealer who offers to provide passports of a foreign nationality to the protagonist so he can flee Arstotzka.

In the end, all choices are the players and Papers, Please understands how to shape a story where the player takes them seriously and carefully prepares his reactions. Though the protagonist of the Papers Please would prefer not to live in the country of Arstotzka, I heartily recommend a visit.

Glory to the New Arstotzka! (the best ending, with actual joyful music)
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