Monday, July 30, 2018

13 Points on Copoka - Inaccurate Interactive - 2016 [PC]

1. Glazing over the description of Copoka, I thought it was going to be a relaxing, walking sim type game where you just fly around and look at pretty things. It definitely is this sort of game but, more so than that, it uses its gameplay as means to build build a world and unroll a narrative w/in that world.

2. I figured Copoka was named after the bird you play as but it's actually named after the city you are in. Copoka will be well explored w/in the odd hour or so you will spend playing w/ this. Gameplay consists of flying around to pick up things to make your nest w/ but that is really just an excuse to put you w/in earshot of various conversations happening around the city. Building a nest is not some sort of challenge meant to tax you as a gamer.

3.  The stage is set initially by announcements you hear on a loudspeaker about the Great Leader and and grand stocks of food, the powerful military and so forth. Conversations overheard reveal that things are not so wonderful as the city sponsored propaganda would make you think.

4. It took me a while to notice Copoka is actually populated by bird people. This seems to have no bearing on anything.

5. Flying around feels pretty good. The default control scheme is a bit gusty and imprecise but it's clearly meant to be that way. Birds can't just stop on a dime mid-air. If this game offers thrills, it's from flying way up in the air and swooping down near a target w/o having to overshoot and come back around.

6. It helps that Copoka is gorgeous. Flying high, when you can see the greys and blues of the city feather out into the brighter greens of the country side, there is just nothing prettier. It's got a low poly style but it doesn't really revel in it. The style is in the service of the use of colors and the colors serve the purpose of creating a mood.

7. The orchestral score fits in w/ this perfectly. It's lush and full sounding but still understated and airy w/ just enough drama to keep it interesting. It reinforces the feeling created by the story and visuals w/o becoming overbearing or getting in the way.

8. Basically, every story element of Copoka is optional. You are free to fly off and not listen to the dialog if you want but this would be something like going to a bar for the experience of sitting on a stool.

9. The story is presented in a few discreet moments in the city's timeline, each in a successive season. The change of season--and consequent change of color scheme and mood--is tied in well w/ the phase the story of revolution and intrigue is in as it slowly unravels.

10. Since the story is all told through overheard conversations, you get many varied perspectives on it, esp. if you go off to explore the more optional content. Some people are completely on board w/ the current government, some people are ready to personally assassinate the Great Leader and, naturally, many people fall somewhat in between.

11. One esp. important angle that Copoka does not shy away from is that revolution--even one that overthrows totalitarian rule--does have downsides.

12. The city of Copoka is pretty small ultimately as is the surrounding countryside. If you are looking for an open world to spend endless hours in, this is really not for you. The whole world is open from the outset and there's not really much in the way of secrets or discoveries to be unveiled through diligent search. This is more a game you wander through, taking detours as you see fit, than one where you pour over every nook and cranny.

13. What Copoka does is use its brief time w/ you exceedingly effectively. A full world is built and a narrative is established and completed. It is a curious new way to tell a story and its simple, pretty presentation works very well. I could possibly damn this w/ a "not for everyone" label due to it's general lack of challenge but I think most folks are going to rather enjoy what time they do put into this game.

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