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A Song For Viggo - Papercraft P&C about depression, grief, and loss; on Kickstarter

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Kickstarter
Trailer
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A point and click-game made of real paper, about a parent who accidentally kills his son Viggo. This game is about the aftermath.
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A Song for Viggo is an adventure, through a world which, after a terrible tragedy, is revealed to be as thin as paper. You play a father who accidentally kills his son and then has to keep on living, even though everything crumbles around him.

Your first mission is to arrange your son's funeral. You are going to have to do it alone, because your wife, Karen, went into a deep depression following the death of Viggo.

This is the type of challenge you will have to face in this game.
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A Song for Viggo contains five chapters, each one revolving around a different one of the difficulties you can experience after losing a child – such as marital problems, depression and suicidal thoughts. In order to portray this as credible as possible I have interviewed several people who have lost their children (even some who share Steve's fate.) It's one of my goals with the game; to bring their stories to you, to make people who may be in this situation – trying to maintain their everyday life in the wake of a disaster – feel that they are not alone.

It is a story that tries to discuss things we don't normally talk to each other about. It is an investigation of the nature of depression – one of the world's main public diseases. And it is, indeed, about a simple fact:

Even after the end, everything continues.
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I’m doing it out of paper! Every single object in the game – from the houses to the flowers in their garden, from the bookshelves to the books in them – is designed, folded and glued by hand. It's tedious work, it requires massive amounts of time and patience, but by doing it this way I hope to create an atmosphere that you can't find in any other games.

A Song for Viggo will feature about 40 environments plus a whole town to wander around in, and I'm doing it all – the paper art, the music, the programming – myself.

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Time lapse of the dev putting together a corridor
https://www.youtube.com/watch?v=dwPeMtmVsCg
Of how one of the scenes are done, this one, is the upper corridor in the family's house. Right outside their office and Viggos room. I wanted some kind of smoke effect on the light to create some kind of "analogue God ray", so I bought the first pack of smokes in my life, and coughed and cried. But I like the result. :)
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Although it has been said already two times in this thread, but damn, this is simply incredible, production and maybe even story wise.

Sadly, the game seems really slow as far as gameplay goes.
 
It is astonishing to me that anyone would want to play this "game."

My two favorite lines from the video:

1. "I'm not making a game where you save the world. I'm making a game where you follow people in everyday life after tragedy."

2. "In the first chapter, you will be booking your own son's funeral, while your wife tries to learn to play the piano to cope with her own grief."

Sigh. Give me a break.

ETA - FWIW, I do like the visual style.
 
It is astonishing to me that anyone would want to play this "game."

My two favorite lines from the video:

1. "I'm not making a game where you save the world. I'm making a game where you follow people in everyday life after tragedy."

2. "In the first chapter, you will be booking your own son's funeral, while your wife tries to learn to play the piano to cope with her own grief."

Sigh. Give me a break.

ETA - FWIW, I do like the visual style.
Idk, I think that just feeds into the mindset that games must be "fun". It's an art medium, the same way books and movies are. Just like some movies and books are fun Friday night entertaininment (Transformers, the Jack Reacher novels) and some look at bleak situations (12 Years A Slave, The Road) or have a message, can't the gaming medium have the same depth and diversity? Games can offer an immersive experience that can't be found in any other medium, able to bring the player into a world and scenario through interactivity.
 
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