The game is a 2D, top-down, retro-looking game. You control a single character who can walk around a small room with buttons on the wall. There is a door, but it's locked. The buttons are labeled up, down, right, left, and action. Interesting enough, those are the same inputs you can give your character with your keyboard or controller. So far, this is a normal game. You are controlling a character and can make him do things.
Now, the moment you tell your character to press one of those buttons, a new character in a separate room will react to that button press in the same way your character reacts to your keyboard or controller inputs. At this point, you might be thinking, "This is an interesting game mechanic." You are playing a game of a character who is playing a game of another character. But here is the problem, this game goes about five layers thick. Or maybe it is six layers if you count yourself. Technically you are one of the characters, but at least you can use a controller without having to press buttons on a wall.
So before long, you will have to move your character and help him control a guy, who is controlling a guy, who is controlling another guy, who is controlling yet another guy. With every new guy you need to control, the amount of inputs you are expected to put in becomes increasingly more complicated, and it can be easy to get lost in the logic.
The problem is not knowing what you need to do. It is more of a matter of keeping track of it all. You have to concentrate really hard while remaining relaxed. If you make even one mistake, it can take a lot of time to unravel it. And remember that it is not enough to just get a guy to the button, you have to also get him to turn towards the button, and finally to actually activate the button. That is a heck of a lot of work to do something so simple.
This is the very definition of a second person perspective video game. You spend the entire game telling characters what to do rather than doing them yourself. Yes, you are technically in control of the first man who is way at the bottom of the stack of rooms, but you are not thinking about him as much as you are the other people in the other rooms. Your brain has to disconnect from the guy you are controlling and extend outward and upwards into realms that it usually doesn't like to go. There is a reason games are not normally second person: it hurts.
"reYal" is a well-made game, and I would even go so far as to say that it is a good game. Despite the latter sentence being true, it is not actually a fun game to play. I don't even think it was meant to be. Anyone can beat this game if they are willing to put in the hour or so to finish it, but it is more of a test of one's willpower to actually bother with the chore of doing it. It's more of a science experiment. It is a game that says, "I am the way that I am, and there is nothing like me." And you can smile and acknowledge that in good faith, but it will never actually be a fun and enjoyable experience.
The game is also $2.00. It is an extremely fair price for what it is. I can't help but recommend it for that price. Even if you have no intent to actually finish it, it is a very interesting and mind-bending experience. "reYal" is a good game that that is no fun to beat, but I actually did do it. I was happy when I finished it. I was happy because it was over, but I was also happy that game existed to prove to us all that a fully fledged second person game was probably never going to be a good idea, and we should just stick with what we have. Cheers.
This blog was written on March 23, 2025.
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