Out of the entire Indie Games Uprising III, City Tuesday was the game I was looking forward to most. It seemed poised to do everything that the finest indie games on any platform often do – challenge assumptions about what can be done with games as a medium, express something philosophical or emotional, evoke a mood and intrigue the brain.
I tried to not to hope for all this when I sat down to play. I studiously avoid hype for anything that interests me so that I won’t be greeted with crushing disappointment when I experience the reality. That’s why I haven’t played Skyrim. It couldn’t possibly live up to the hype.
In the case of City Tuesday, it helped that the promotional material didn’t make it clear how the game would work. It could have been a platformer, a puzzler, a point and click adventure – there was no telling. As it turns out, City Tuesday is a game of two parts.
One part is a terrorist attack on the anonymous city, and this part reminds me of The Legend of Zelda: Majora’s Mask on the N64. Not aesthetically or in gameplay style, but in its approach to preventing the bombings. Streets, parks and buildings teem with people, all going about their everyday business. They walk the dog, go to work, eat, drive around and chat to each other. At the same time, terrorists move among them, planting bombs that all detonate at the exact same moment, wiping everyone out. The bombers are no fools; they hide their explosives in places that are hard to access: behind locked doors, buried under concrete, or stashed in someone’s car. If you don’t disarm these bombs by the end of the day, it all ends and…you start over. That is your power, and the reason that only you can save the innocent people of the city. You are unbound by time.
On subsequent attempts, the day plays out the same as the first time. If you’ve ever played Majora’s Mask or seen Groundhog Day (or the earlier but more obscure 12:01 for hipster points) then it will make sense to you. You relive the same day, with the same people doing the same things, and through observation of their routines you can begin to work out how to tweak the pattern – and finally neutralise the bombs.
I love this part of the game. It’s a brave attempt to do something that isn’t often seen in games, and for the most part it does it well. I floundered around for a few minutes because the game explains very little about itself, but once I got a handle on how things work I began to really enjoy it. I can think of one or two changes that might be beneficial – in particular, forcing the player to disarm all the bombs in one go, Majora’s Mask style. Some events that occur during the day will make certain bomb locations inaccessible, but, once a bomb has been defused it remains defused even when the day starts over from the beginning. Personally I feel it would have been both more challenging and more interesting to reactivate every bomb upon restarting the day, so that the player has to not only work out how to resolve each individual threat but also slot them all together into an overall sequence so that all are disarmed in one flawless, heroic run.
I said the game is in two parts. The other part is the black sheep of the City Tuesday family. It’s not bad, not by any means, but it’s also nothing special. The whole of City Tuesday is divided into three stages. Stage 1 is a tutorial. It’s a short series of simple single-room puzzles; not particularly interesting or challenging, but that’s to be expected from a tutorial. Awkwardly, it actually doesn’t teach you very much, and at least one part is too cryptic to be helpful (a remark about security being unable to stop you that only makes sense once you already know what it means). We can disregard this tutorial as not part of the main game, leaving us with Stages 2 and 3 as the main body of City Tueday.
Stage 3 is the larger scale rewinding bomb hunt I discussed above. Stage 2, sadly, is basically a longer version of the tutorial. It is again a series of single-screen puzzles, most of which are very simple. There is one that made me think and actually forced me to go away and come back later, once I understood more about how the game’s concept works. The interesting ideas introduced in this puzzle, however, are never repeated. Standing alone it is enjoyable but too short and sorely under-used. The other screens in Stage 2 are pretty straightforward. Identify how to reach the bomb, then go and get it.
This is City Tuesday’s big weakness. Two of the three stages are effectively little more than tutorial, then when the game hits its stride and begins to unfurl into something more majestic in Stage 3, suddenly it’s over. It feels like City Tuesday is a quarter of a great game. If there had been another two or three stages after Stage 3 that played in a similar way, and revisited or built upon some of the ideas introduced earlier on, this could have been one of the best games on the Xbox indie channel. As it stands, I really enjoyed City Tuesday once it got going, but was left hollow and disappointed by the whole thing suddenly jumping ship and calling a halt after what is, to all intents and purposes, level 1.
I still recommend City Tuesday. When it actually gets on with doing what it’s meant to do, it is a very good game that would stray into brilliance with a couple of tweaks. Even in its truncated form it’s easily worth 80 Microsoft points to get a glimpse of what’s possible in indie games. It’s just a crying shame that City Tuesday is content to remain only a glimpse – an introductory trailer for a grander project that doesn’t exist.