Larger-than-life experiences are a staple of many games, and for good reason. Nobody is going to raid a tomb, steal a sports car, or shoot a demon in their daily life. Games let us do all those things, and then some. When a market becomes saturated in spectacle, however, some might crave something with a bit more nuance to it. Something smaller, more intimate, and humanistic. Where you don’t pull off an elaborate headshot or outrun an explosion, but instead sit and chat about life, death, love, and everything in between.
This is what VA-11 Hall-A is about. An experience where players get to simulate the quiet intimacy of genuine human interaction, sans the pretentions of many “art” games. At its core, it is a game about talking, and a game in which the goal is to get people to talk more to Jill, the player-character.
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