Ryan George Style Pitch Meeting: INT. ALIEN PLANET SURFACE - DAY PUBLISHER, sans spectacles, sips from a ridiculously oversized, "Synergy Achieved" mug, utterly unfazed by alien flora. GAME DESIGNER bounces with boundless energy, radiating corporate optimism. GAME DESIGNER: Sir, Saira! It's a solitary space photographer simulator! A profound meditation on the human condition... or lack thereof! Jade's Grand Entrance Suddenly, a blinding flash of light erupts. The ground trembles. As the light fades, JADE (FROM BEYOND GOOD AND EVIL) stands, striking a pose that could end wars. She adjusts her camera, a bored smirk on her lips. PUBLISHER drops his mug, miraculously not spilling a drop. GAME DESIGNER freezes mid-bounce, corporate optimism replaced by wide-eyed awe. PUBLISHER: (Stammering, eyes wide) Oh my god. Is... is that...? GAME DESIGNER: (Whispering, reverently) It's her. She's even more profoundly, almost impossibly, captivating in person. JADE: A cosmic ghost town? Finally, somewhere quieter than my own thoughts. Though, even here, I can still hear the faint echoes of bad decisions. The Pitch Continues PUBLISHER: "Lack thereof." Bold. Fascinating. GAME DESIGNER: You play as Saira, last human alive! She just wanders a cosmic ghost town! Ultimate introvert! Unravels why everyone disappeared. Bad space coffee? Universal unsubscribe? We don't know! JADE: A cosmic hermit, then? Sounds... peaceful. Almost too peaceful. My kind of Tuesday. Still, less paperwork than saving the galaxy, I suppose. GAME DESIGNER: Never! Mind too busy with puzzles! Mindfulness through desolation! PUBLISHER: Mindfulness through desolation. Works. Puzzles self-actualizing? GAME DESIGNER: Precisely! Therapy, but with more levers! She investigates with her super high-tech camera! Takes pictures of clues! Glowy patterns, alien symbols, ominous shadows! JADE: A camera, huh? Next-gen? Zoom button works? Or is it just another reminder of all the times I missed the shot because I was too busy dodging literal alien propaganda? GAME DESIGNER: Oh, Jade, with a camera in your magnificent hands, every shot is perfection. This one captures vital info, no notepad! Super easy, barely an inconvenience! JADE: (Raises an eyebrow) Huh. So it's not just for documenting galactic corruption and saving orphans, then? Because my camera, it was less about 'mindfulness through desolation' and more about 'mindfulness through dodging alien bullets while trying to expose a sinister conspiracy.' You know, actual stakes. PUBLISHER: (Leaning forward, admiringly, a knowing smile playing) Only you could make "pragmatic" sound so... captivating. GAME DESIGNER: We have shadows! Ominous shadows, Jade! JADE: Right. Because a glowy pattern on a wall is way more thrilling than infiltrating a military base to rescue kidnapped children. Almost makes me miss the punching. PUBLISHER: Her perspective! So... specific, yet so... universally appealing! GAME DESIGNER: It's a different kind of heroism, Jade! More cerebral! Less... punching! More about mental fortitude! JADE: So, the real boss fight is against cosmic ennui? Right. Because the biggest threat isn't a corrupt alien military, it's realizing you're just a speck in an uncaring void. Fascinating. PUBLISHER: (Nodding vigorously, almost tearfully) It speaks to the soul! The quiet desperation! It resonates! GAME DESIGNER: And the feeling of accomplishment when you solve a puzzle... it's unparalleled! Like unlocking a hidden truth of the cosmos! JADE: (Looks at her camera) Or, you know, finding definitive proof of aliens, which also feels pretty good. And usually involves less introspection and more explosions. GAME DESIGNER: Precisely! Brain-melting puzzles happen. Puzzles are tight! PUBLISHER: Oooooh, tight! "Move block to pressure plate" tight, or "reconfigure quantum super-collider with dead space rat and bent paperclip" tight? GAME DESIGNER: Somewhere in between! Logical, requires observation, lateral thinking! Stare twenty minutes, feel dumb, then epiphany, feel smartest alive! Emotional roller coaster! PUBLISHER: Intellectual humility and triumphant arrogance. Works. GAME DESIGNER: Exactly! Part of the journey! Planets! Oh my god, stunning! 11 layers of high-definition parallax scrolling, incredible depth, vastness. JADE: (Nodding slowly) Depth is always good. Enough flat backdrops. Universe cares about aesthetics, unlike some spreadsheet artists. PUBLISHER: (Sighs dreamily at Jade's insight) Spared no expense making empty universe look empty. Brilliant! How does she get around these barren landscapes? GAME DESIGNER: Spaceship! Flies planet to planet! Needs fuel for interstellar jumps! Finds fuel depots! Exploration! Non-linear! Choose your path! PUBLISHER: Fuel depots by organized apocalyptic agency? Or universe knows she needs gas? GAME DESIGNER: Remnants of bygone era! Very intuitive! Immersive! You feel alone... but supported by universe's benevolent neglect! PUBLISHER: Benevolent neglect. Oh my god. This is truly... something. Music! Oh my god, ambient electronic soundtrack, warm, contemplative blanket on a cold, desolate night. Fits the vibe. JADE: (Tapping her foot) Great playlist for a stakeout. Or my own crippling self-doubt. PUBLISHER: Warm, contemplative blanket. Leaning into "loneliness as a feature." GAME DESIGNER: Artistic statement about isolation, discovery! Core mystery: experiment went catastrophically, universally wrong. PUBLISHER: Experiment gone wrong. Villain: ill-advised scientific endeavor? Unlikable. No laser-wielding space warlords? GAME DESIGNER: Nope! Biggest threat: misplaced jump, running out of fuel. Player's wit versus environment. PUBLISHER: Universe as antagonist. Considerate not to, you know, actively hunt her down. GAME DESIGNER: Whoopsie! Intelligent, thought-provoking challenge! Forces player to really think in desolate landscape. PUBLISHER: Player solves intricate puzzles contemplating minuscule existence in indifferent cosmos. Works. Very deep experience! GAME DESIGNER: Very deep experience! Nicklas Nygren (Nifflas) game, fans of Knytt and Knytt Stories will recognize signature touch! Cosmic scavenger hunt for your brain. PUBLISHER: Highly sophisticated "I Spy" for post-apocalyptic space age. GAME DESIGNER: That's our go-to! And it's free! Like finding perfectly preserved, high-tech spaceship in cosmic junkyard! PUBLISHER: Giving away deep, artistic, puzzle game for free. What? GAME DESIGNER: What? PUBLISHER: Profit comes from... critical acclaim and sheer joy of creation? GAME DESIGNER: Overwhelming goodwill from offering profound experience! It’s a gift! Beautifully desolate gift! Game where you truly feel like piecing cosmic jigsaw, wondering where everyone went. PUBLISHER: Finds her lost friend in the end? Original catalyst? GAME DESIGNER: Finds some answers! Might not be the one she was looking for, but it's an answer! More about journey, quest for answers. Even if answers are, like, "Oops, everyone accidentally clicked 'uninstall universe.'" PUBLISHER: Oh my god. "Uninstall universe." Whoopsie! Ultimate payoff is just... knowing? GAME DESIGNER: Precisely! Satisfying intellectual closure! She feels super smart for figuring it out! Fate of all existence, solved by one woman and a really good camera. JADE: (Stands up, snaps a picture of the two Ryans) Got it. "Existential Dread: The Corporate Drone Edition." My work here is done. My soul-crushing dread is just getting started. PUBLISHER: Oh my god. (Wiping a tear from his eye) She's so... insightful. (PUBLISHER turns to GAME DESIGNER, a profound look on his face) PUBLISHER: So, a beautifully desolate puzzle game where you solve cosmic mysteries... all made infinitely more compelling just by your magnificent presence, Jade. GAME DESIGNER: Wowowowow!
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