Why I love sailing alone in Sea of Thieves

How should you play Sea of Thieves? Think about what we’ve seen so far of the game, what the message has been: play with your friends, take control of a pirate ship and hunt treasure and other players on the high seas. But what if you don’t want to play like that? What if you want to play alone? And what if I told you some of the best experiences I’ve had in the Sea of Thieves closed beta were while playing solo?

I should explain “alone”. Sea of Thieves gives you – in addition to grouping with three other people, or one other – the option of sailing alone on a ship designed, really, for two people. It’s considered for advanced players but actually it’s a great way to learn the game – just don’t expect to be able to juggle steering, navigating and adjusting sails while also firing cannon, repairing holes and bailing out the hull.

Being responsible for all aspects of your ship’s welfare creates a sense of personal satisfaction, a bit like living on your own. You set the course, steer your way and raise sails and lower anchor. You swim ashore, read maps and solve riddles and find the treasure, swatting interfering skeletons along the way. Then you return the treasure to your boat and sail to an outpost to hand it in. You do all of that all on your own, and you’re bathed in the smug warmth of achievement for your efforts.

Solo life on the ocean waves is idyllic. Free from the noise of other people – the microphone chatter, the radial-menu communication banter – you can slow to the rolling rhythm of the game’s marvellous sea. Sails flap, rigging creaks and waves gently splosh, as the sea slowly hypnotises you. One moment it’s an azure paradise, the next a mountainous stormy rage. It’s terrifying and beautiful and stunningly believable, and it is Sea of Thieves’ undeniable star asset. Alone, you’re free to potter, to take things at your own pace, to go where you will.

But “alone” is also not alone, and I don’t want this game to be single-player. The people I’m not grouping with give the world purpose and life. They are the people I want to impress with my skills or the equipment I’ve saved up to afford, and they also provide Sea of Thieves with its threat.

I really didn’t want someone to sail off with my treasure-laden ship – even though they crashed it into their own bigger boat and sunk it – but I love that it happened nonetheless, because it gave me a tale to tell. Nor did I want to be chased half-way across the seas by another small boat, as if we were two boats going for gold in the Olympic Games – but the accidentally brilliant manoeuvre I pulled to sail between a small gap in a big rock to give them the slip made it all worthwhile. These encounters, these people, breathed life into the world.

The console shooter that changed everything

A Digital Foundry Halo retrospective.

It has been a similar story in other multiplayer worlds where I’ve played alone, World of Warcraft particularly. I used to find real comfort in taking myself off to some corner of the world just to see what was there, no real destination or goal in mind. These are some of the most painstakingly realised worlds in gaming – why should only groups of people enjoy them?

I loved the cathartic effect of repetition, be it plonking myself near a monster’s spawn to kill them over and over – to see how capable I alone really was – or fishing or picking herbs or whatever. The point was relaxation through a kind of gentle monotony. A break from my world or the busier world of the game around me, but all while part of a bigger whole. And when I was ready, I could reconnect on my own terms.

Which isn’t to say I don’t enjoy playing Sea of Thieves with other people. I have done and it’s a lot of fun. The game even seems to gently nudge me other people’s way, be it in wanting someone to guard the ship while the other treasure hunts, or to have a large crew to demolish smaller prey. But the pull of striking out alone will always be there for me, and Sea of Thieves caters to it in a mouthwatering way. The bigger question about Rare’s piratical adventure is how much variety there’ll be when the full game comes on 20th March? Because if finding and returning treasure is but one of many kinds of adventure I can have alone, I can picture myself bobbing on the waves for a long time to come.

Manhunt in Denmark shuts down bridges and ferries to Copenhagen

Danish police shut down all transport links to and from the island of Zealand, where Copenhagen is located, on Friday afternoon as part of a massive manhunt operation reportedly linked to a kidnapping. 

Police closed the Öresund Bridge and Tunnel, the route between Denmark and Sweden featured in the hit crime series The Bridge, as well as the Great Belt Fixed Link to the island of Funen, and all ferry connections to Sweden, Norway and Germany, as they searched for three men in a black Volvo.

“It is very unusual that we choose to do this, but the three persons are suspected of a serious crime,” Riad Tolba, Copenhagen police spokesman, told the Daily Telegraph. 

The island was cut off from 2pm until just before 4.30pm local time while police teams took up positions. 

“We have now opened the bridges, but we have personnel standing at every connection to make manual checks,” Mr Tolba said. 

According to the Swedish newspaper Aftonbladet, the car was stolen from Malmö Airport as part of a suspected kidnapping. It is registered to First Rent A Car in Stockholm. The people inside the car should not be approached, the police said in a statement.

“The scene of the crime is Sturup airport, or Malmö Airport as it is now called,” Calle Persson, a press spokesman for the Swedish police told the newspaper. 

A police helicopter and dog squads were spotted on a highway near Roskilde, 40 miles west of the capital Copenhagen, according to Denmark’s TV2.

Denmark’s armed forces said they were taking part in the operation, but referred all press calls to the Copenhagen police. 

Hans Jørgen Bonnichsen, the former head of operations for Denmark’s PET security services, said he had never witnessed a manhunt of such a scale. 

“I’ve been in the Danish police for 41 years, and I’ve never experienced such an action being taken,” he told the Ritzau news wire. 

Looks like Mario Tennis Aces launches for Nintendo Switch in June

Screenshots and details for Mario Tennis Aces have popped up online via retailer Rakuten ahead of tonight’s Nintendo Direct.

The game’s product page lists a 22nd June release date for Mario’s sporty Nintendo Switch game – at least in Japan. (It’s likely the same here.)

Images confirm the usual roster of characters you’d expect to be playable, including Mario, Wario, Waluigi, Daisy, Rosalina, Yoshi, Donkey Kong and Bowser.

It sounds like you’ll be able to play by swinging the Joy-Con, which is very Wii Sports Tennis. There will also be online play and local co-op.

Nintendo’s Direct broadcast is scheduled for tonight at 10pm UK time. We’ll be reporting live.

Macedonians head to the polls in key name change referendum that could offer EU and NATO accession

Macedonians head to the polls on Sunday to vote in a referendum on whether to change the country’s name to North Macedonia.

If a majority vote in favour of the name change, neighbouring Greece has promised to lift its veto on the tiny Balkan nation joining Nato and the EU.

Macedonia’s long-standing desire to keep its name has been blocked by Athens ever since the Balkan country declared independence from the wreckage of the former Yugoslavia in 1991.

The Greeks are fiercely protective of their own region of the same name and resent what they regard as the Macedonians’ appropriation of Hellenistic culture.

Despite the bad blood between the neighbours, a majority of Macedonians seem to be leaning towards the yes vote.

It is a chance to ditch the long-winded and inelegant name they have been saddled with for the last 27 years – the Former Yugoslav Republic of Macedonia, or FYROM for short.

“There are no jobs for young people here. My son has no prospects. We have big economic problems. So I thinking joining the EU and Nato will offer us a better future,” Tiho, a 56-year-old taxi driver in the capital, said.

But others deeply resent having to add a geographical qualifier to their country’s name, saying that the title North Macedonia is a humiliation and diminishes the country on the world stage.

In a concession from Athens, the language of the country will officially be recognised as Macedonian and citizens’ nationality will be Macedonian.

“No one wants to change the name – why would you?” said Simonida Kacarska, the director of the European Policy Institute, a think tank in Skopje.

“But the issue has been going on for 27 years and people are sick of it. This is a chance to resolve it. We are making a compromise.”

The question that will be put to voters in the referendum is: "Are you in favour of membership in the European Union and NATO by accepting the deal between (the) Republic of Macedonia and Republic of Greece?"

The break in the impasse between the two countries came in June, after months of talks between Zoran Zaev, the Macedonian prime minister, and his Greek counterpart, Alexis Tsipras.

Both leaders have stuck their necks out politically and face trenchant opposition from domestic critics.

In Macedonia, conservative opposition parties and nationalist groups have called for a boycott of the referendum.

“It’s emotional. This is a country whose language and identity have been contested by its neighbours,” said Prof Kacarska, who gained her PhD at Leeds University.

“Part of the population is concerned that the change of name will change certain identity markers, even though our nationality and language will be recognised as Macedonian.

“The emotional attachment to the issue on both sides is incredible. It is still very high and will be for some time.”

Such is the historical animosity between Macedonia and its larger neighbours – Serbia, Albania, Bulgaria and Greece – that they are known as “the four wolves”.

Polling stations are open until 7pm local time, with the result expected to be known late on Sunday evening.

Nikola Dimitrov, the foreign minister, voted in the centre of the capital, describing the referendum as a “historic cross-roads” and the potential start of a new chapter for the country.

“I hope that this will be a smooth democratic process and that people will make the choice to move forward finally.

“This is a big, big day for Macedonia and for our friendship with Greece and our other neighbours. I’m excited. It’s also my birthday, so I hope there is an omen in that too.”

A key issue is turnout – if it is less than 50 per cent then the referendum result may be seen to lack legitimacy.

Mr Zaev, the prime minister, has said that if the no vote wins, he will resign.

If the yes vote wins, Skopje will have to make changes to its constitution and then put the deal to parliament for approval.

It would also have to be ratified by the Greek parliament, where Mr Tsipras’s coalition partners have said they will vote against it.

It is not clear if the prime minister will be able to gather enough votes from other parties to have the accord accepted.

Support for Merkel and coalition partners falls to lowest ever level, as Greens gain in polls

More than half of Germans no longer want Angela Merkel to continue as chancellor, according to new opinion polls released on Friday.

Support for Mrs Merkel’s party and her coalition partners fell to their lowest ever levels in a clear sign confidence in her government is rapidly fading.

Mrs Merkel’s Christian Democrats (CDU) and their Bavarian sister party were at just 25 per cent in a poll for ARD television, down from 32.9 per cent in last year’s election. A rival poll for ZDF television had the CDU at 27 per cent.

Mrs Merkel’s main coalition partners, the centre-Left Social Democrats, fell to fourth place with just 14 per cent in both polls.

The findings are the lowest ever figures for Germany’s two main parties in either poll, and reflect the growing upheaval in the country’s political scene.

The Green Party, which made significant gains in regional elections in Bavaria last week, continues to be the main beneficiary, surging to second place with 20 per cent in the ZDF poll, and 19 per cent according to the ARD.

The nationalist Alternative for Germany party (AfD) was in third place with 16 per cent in both polls.

Most troubling for Mrs Merkel, though, will be that 56 per cent of Germans now believe she should no longer continue as chancellor according to the ZDF poll

The finding came despite the fact that 54 per cent of Germans still believe she is doing a good job, according to the same poll.

The poll figures will make grim reading for Mrs Merkel a week before another round of key regional elections — this time in Hesse, home to Germany’s financial capital, Frankfurt.

The CDU is desperate to retain control of the state, which is one of its traditional strongholds, but is facing a strong challenge from the Greens and the AfD.

There are growing predictions that if the CDU loses power in Hesse Mrs Merkel may face a challenge for the party leadership.

She has to stand for re-election at the party conference in December — a vote that would normally be a formality with the chancellor waved through unopposed. 

But with public support for Mrs Merkel evaporating the mood in the party is shifting. A number of rank outsiders have said they would like to stand against her, but so far no serious challenger has entered the ring.

What EA is and isn’t saying about microtransactions returning to Star Wars Battlefront 2

Last night was financials night for Electronic Arts and a chance for investors to ask about the sticky situation of suspended microtransactions in Star Wars Battlefront 2.

The most pertinent quote came from a Wall Street Journal report. EA’s money man, Blake Jorgensen, told the publication monetisation would be reinstated sometime “in the next few months”. “We’ll do it when we think it’s ready,” he reportedly said.

A screenshot of the entire, very short, WSJ article was tweeted by WSJ reporter Sarah E. Needleman. The article itself is available only via the subscription-restricted Dow Jones Newswire.

pic.twitter.com/gKNFYqm8eh

— Sarah E. Needleman (@saraheneedleman) January 30, 2018

The publication erroneously said Star Wars Battlefront 2 sold 9 million units during the quarter, but EA actually reported closer to 7m sales. EA’s head money man Blake Jorgensen said, during the company’s earnings call (recording available via EA’s investor site, and transcript on Seeking Alpha), “We had expected the sale of about 8 million units [of SWBF2 during Q3] but we fell short of that by less than 1 million units.”

EA boss Andrew Wilson, also speaking in the company’s earnings call, said Star Wars Battlefront 2 was “definitely a learning opportunity”. “We never intended to build an experience that could be seen as unfair or lacking clear progression,” he said.

When asked directly about microtransactions returning to Battlefront 2, Wilson said the team was working on how to fit a “digital economy” into the game, and “over the next coming months we’ll have more to share on that front”.

Juicily, Wilson was also asked what Disney thought about the whole thing, because remember, amid the loot box controversy – headlined by Star Wars Battlefront 2 – were serious allegations of gambling.

“I would choose my words carefully: you shouldn’t believe everything you read in the press,” Wilson said. “We have a tremendous relationship with Disney. We have built some amazing games together … and we have been very proactive in that relationship in service of our players. At a point where we [decide] we have the right model for our players and our global community, I have no doubt we will get the support of Disney.

“Again, as we look forward, the big learning is there is no one-size-fits-all [approach] when it comes to event-driven live services, but at the very core we must always build on a foundation of player choice. That might be the choice of whether a player engages in a particular mode or not; that might be whether a player decides to grind for something or not. In all things it’s around providing a fair playing field where players feel they have choice.

“You should expect we will continue to drive hard against that and ensure, again, we didn’t set out … to build a feature set that could be perceived to be anything other than fair. It’s clear we didn’t quite get that balance right, but we are doubling down now to ensure we do it.”

On the topic of gambling, Jorgensen quickly added: “I’ll just add we do not believe loot boxes and similar mechanics are a form of gambling. There are a plenty of governments around the world that have agreed with us on that – and it’s not just us, it is the entire industry. We work very carefully and closely with all our industry partners and the ESA, the industry body, to make sure people understand exactly what loot boxes are, exactly why they’re not gambling, and we’ll continue to engage in that going forward. We think that’s important. There’s a lot of consumers who would argue the same thing based on their great experience they’ve had with fun games with associated live services, which some are maybe misconstruing as a loot box or a gambling mechanism.”

Vic Hood investigated for Eurogamer whether boxes were gambling, and later interviewed the UK’s Gambling Commission about it. And Wesley rounded up the whole loot box saga in an end of year feature.

Their comments suggest EA intends to return paid loot boxes to Star War Battlefront 2. What will be in the loot boxes, however, remains unclear. There’s lots of talk of things being “fair”, which presumably means not allowing people with money to buy an advantage, but they also talk about giving the option to “grind” or not, which sounds as though some kind of progress will be up for sale.

Whatever happens, EA is taking its time, and that gives me hope for an overhaul. But will Star Wars Battlefront 2’s Star Cards, the game’s ability system, ever be removed from loot boxes? Will they ever contain only cosmetic items, as in a game like Overwatch? They’ll still be random, still be part of the whole gambling discussion, but at least getting ahead in the game – progressing – would no longer be inseparable from them.

Wisconsin police search for 13-year-old girl after parents shot in mysterious double murder

A missing Wisconsin girl’s parents were shot to death in their house while the girl was home, authorities said Wednesday as they urged the public to keep phoning in tips about her whereabouts.

Investigators have been searching for 13-year-old Jayme Closs since deputies responding to a 911 call early Monday found her parents dead in their home in Barron. The girl, who was ruled out as a suspect on the first day, was gone when deputies arrived.

Barron County Sheriff Chris Fitzgerald said during a news conference Wednesday that autopsies confirmed that James and Denise Closs had been fatally shot and that their deaths have been ruled homicides.

He said no gun was found at the scene and that evidence from both the house and from the 911 call indicate Jayme Closs was in the family’s home when her parents were killed.

Barron is about 80 miles (130 kilometers) northeast of Minneapolis.

Fitzgerald said investigators still have a "100 percent expectation that she’s alive," but that even though they’ve received more than 400 tips, none have been of a credible sighting.

He implored the public to share any suspicions, including any behavioral changes in people they know, no matter how small.

"We want to bring Jayme home and put that smile back in her family’s hands," said Fitzgerald, who added that investigators don’t know whether the attack was random or targeted.

The sheriff called a meeting Wednesday evening with Barron County residents, but he barred reporters from attending, saying he wants to have a private dialogue with the people who elected him.

Bill Lueders, president of the Wisconsin Freedom of Information Council, called the decision to bar the media "offensive."

"The media are uniquely able to help, in terms of getting out information and encouraging people to share tips," Lueders said. "Does he want to find this girl, or does he just want to make a public display of his dislike for the press?"

Migrant caravan vows to remain on border crossing without food or water until Mexican authorities grant access

Thousands of migrants making their way towards the United States remain stuck on a river crossing between Guatemala and Mexico without food or water. 

The migrants, part of a caravan of around 4,000 people, have vowed to remain there until Mexican authorities grant them entry into the country  despite conditions on the bridge worsening with a growing pile up of  rubbish and no bathrooms. 

Tensions flared on the Suchiate river crossing late on Friday when the migrants attempted to force their way across the border and Mexican riot police threw tear gas at the crowd. 

Meanwhile, many Hondurans, mostly men, swam across the river and remain on the riverbank on Saturday, on the Mexican side of the border, waiting  for the rest of the caravan to cross. 

Around 200 people who did manage cross, mainly women and children, were taken to an immigration centre, where their details were recorded.

They were later transported to a convention centre located in the city of Tapachula, an hour’s drive from the border, that has been turned into a makeshift shelter. 

The remaining migrants – thought to number about 3,000 – have also moved about 30 feet back from the Mexican border gate, in order to avoid repeating the chaos caused on Friday night. 

Selvin Flores, a 35-year-old Honduran shopkeeper, said people who "were  causing disorder" have been expelled from the group and handed over to  Guatemalan police.

The caravan formed last Saturday in San Pedro Sula, Honduras, and arrived  in Guatemala on Monday.

Migrants within the group have said they are bound for the United States, seeking work and fleeing political corruption and  violence. 

The caravan has drawn the ire of President Donald Trump, who threatened to  shut down America’s southwest border if Mexico did not halt the group, despite the huge impact it would have on trade flows between the two countries. 

Migrant caravan

He also repeated a threat to suspend foreign aid to the governments of  Guatemala, Honduras and El Salvador if they fail to act. 

Mr Trump has been focusing on immigration as he campaigns for Republican candidates ahead of November’s midterm elections.

He has called the attempt to enter the US an "assault on our country" at rallies and stressed that tackling immigration was far more important to him than trade. 

The president’s administration has struggled to tackle the worsening  immigration numbers as Mr Trump hits the limits of what he is able to legally do without the support of Congress. 

The issue has caused a deep rift among Mr Trump’s top advisers, culminating  in a heated row between his chief of staff John Kelly and national security  adviser John Bolton last week. 

Mr Trump on Saturday blamed "obstructionist" Democrats for the failure to  tackle the issue. "We could write up and agree to new immigration laws in  less than one hour. Look at the needless pain and suffering that they are  causing. Look at the horrors taking place on the Border," he said. 

After the caravan’s leaders, Bartolo Fuentes, a former Congressman, and  Juan Carlos Lopez, were arrested by the Guatemalan authorities and deported to Honduras, there has been a notable absence of leadership within the  group. 

On Friday night, tensions and scuffles erupted as exhausted Hondurans, many  of whom are traveling with young children, braced themselves to spend the  night on the bridge.

A group of women began to sing and pray in an effort  to calm the situation. “I felt very scared. I kept running back and forth because I’m not used to  this mayhem”, said Heidy Marleny Castro, 44, who is travelling with her two  youngest children, aged 8 and 13.

“We’re going to stay here until we get  help, no matter how long it takes. If need to endure hunger and thirst, so  be it,” she said. 

Like many other Hondurans, Mrs Castro is fleeing rampant violence as  well as poverty. Two of her children were murdered in 2015. 

With a total of 3,791 murders in 2017 (a murder rate of 42.8 per 100,000  inhabitants), Honduras is one of the most dangerous countries in the world. 

Although the caravan’s goal is to reach the United States, some Hondurans  have said they would be willing to apply for working visas in Mexico, after newly elected president Andres Manuel Lopez Obrador promised to provide job  opportunities to Central Americans. 

“If we’re given the opportunity to reach Mexico, at least we’ll be in a  safer place”, said Mrs Castro. “We’re here because we have no other choice. We want a better life for our children." 

Italian PM’s meeting with Putin the latest sign of country’s closeness with Russia as it gives EU cold shoulder

Italy’s prime minister travels to Moscow this week as the country pivots ever closer towards Russia in a move that has alarmed allies and irked the European Union.

Giuseppe Conte’s meeting with Vladimir Putin comes as Italy’s relations with Brussels plunge to a new low over its proposed big-spending budget for next year, with the European Commission criticising it as a deviation from spending rules “without precedent in the history of the Stability Pact.”

Italy showed no signs of backing down on Monday as it delivered an official response to the criticisms.

Mr Conte said his government had put a huge amount of work into the budget, which he claimed would promote growth, and was in no mood to…

Where The Water Tastes Like Wine review – the joy of sharing stories

The noise of flies fills your ears as you step down from the highway in search of shade. The body of a great white bull lies sprawled in the dirt among bits of rope and broken board, his hide blazing in the sunlight. You approach, covering your mouth, and recoil. The bull’s chest – it’s not maggoty flesh but beaten metal, held together by rivets the width of your thumb. Through tears in the beast’s flank you see swarms of tiny brass pistons, shooting back and forth in a blur. The bull raises his head abruptly to regard you. Then he clambers to his feet, creaking like a furnace, and ambles back onto the road. The buzzing rises to a peak. When the air clears, the animal is gone.

That isn’t quite my story, but nor is it entirely a story from this game. It’s an embellishing of something I witnessed while trudging around Dim Bulb’s haunted, patchwork vision of the United States during the Great Depression, a tribute to a game made up of stories that are always changing, picking up material like snowballs as they travel from mouth to mouth. Created by Gone Home programmer Johnnemann Nordhagen in partnership with a scattered throng of writers, Where The Water Tastes Like Wine sees you wandering a rich yet desolate continent, collecting tall tales and sharing them so that they can prosper and mutate.

The game’s key thrill is of hearing a yarn you know well come back to you in a new, outlandish guise. The tragic spectacle of a cowboy lost in a tornado might eventually become the legend of a rider who could tame the wind, recounted by some Texan boozehound who swears that he saw it all firsthand. An anecdote about sharing a cigarette with a bootlegger might beget a sensational newspaper report of a gunfight. The tale of a mysterious dead bull might take on a supernatural aspect in the testimony of a child you run into a few states over.

The task of collecting and spreading these stories becomes yours when your character, a nameless vagrant, loses a poker game to a man with the head of a wolf, voiced with whiskery glamour by the one and only Sting. Demanding service as payment for your debt, the wolfman strips the flesh from your bones and turns you loose upon the continent as a walking skeleton, immortal (you’ll respawn at the nearest town if you die) though still somewhat subject to the effects of hunger and fatigue.

In particular, the wolfman asks you to track down the stories of those “lost in the folds of the big story”, lives ground up in the wheels of the American Dream. These take the form of fellow drifters you’ll encounter at campfires, each written by a different writer, whose trust you slowly earn by passing on stories of your own. It creates a strange dynamic whereby entertaining lies are a currency traded for morsels of painful insight, increasing in value the less truthful they become.

There are over 200 of these smaller stories to witness and retell, each manifest as an icon floating above the game’s 3D world map, where boulder clouds stretch lazy shadows across square, desiccated cropfields. Most are brief text vignettes with a degree of choice about the outcome: fight or flee, accept help or reject it, eavesdrop or walk away. Choose carefully and you can change the direction of the story, if not its basic structure. The need to keep yourself in good health is sometimes a factor, but for the most part, these decisions come down to which choice you find most gripping. Would you rather hear a blood-curdling chiller or an amusing case of mistaken identity, a sordid account of smalltown corruption or something a touch more hopeful?

Whatever that choice, you’ll tramp away with another nugget for your collection, and even the most humble encounter may flower into something grand over time – indeed, if you spread the story around, that’s all but guaranteed. The game’s literary inspirations run a wide and exhilarating gamut, from tragedy to comedy and classical realism to outright fantasy. There are grimy Steinbeckian portrayals of prejudice and want, thumbnail sketches of clashes at picket lines, farmyard accidents and backwoods eccentrics. There are stories that walk the line between the symbolic and the tangible in echo of Cormac McCarthy, using bare detail to tamp down descriptions of burning crowns and talking cats. There are even stories that borrow characters or motifs from other time periods – a Volkswagen minibus that seems a little too sophisticated for the era, its occupants shrouded in smoke.

On top of these incidental tales there are the 16 major life stories you’ll hear at campfires, gleaned by matching the little tales you’ve collected to the theme requested by your audience. Keep them happy and you’ll gradually open a wolf’s eye at the top of the screen, representative of their trust. After you share each tale the other party will also comment on its relevance to their own predicament, which creates an additional layer of calculation – you might have been asked for an example of real-life heroism, but you might be more interested in hearing what the other person has to say about family or bondage.

Open the eye fully before the night draws to an end, and you’ll unlock the next chapter in that character’s tale, though before you can hear it you’ll need to find them again, somewhere down the road. In the meantime, the stories you’ve shared go out into the world and essentially level themselves up, popping up at random alongside new stories with blanks filled in, details added, implications transformed into certainties. Once recovered, these wilder tales open the wolf’s eye faster. You might nonetheless prefer the original version, but there’s no going back: these stories are yours to sow and harvest, but they are in no way yours to keep.

The campfire exchanges represent Where The Water Tastes Like Mine at its most challenging, though this is never a difficult game – fail to woo a fellow wanderer, and you can always try again when you next bump into them. Stories are divided into tarot suites, and you can have three active stories in your hand per suite, selected via the inventory screen. Once you’ve told a story the associated suite is locked off for the rest of the chat, so a bit of strategy is required: there’s no sense prematurely killing off a suite that contains a juicy yarn, but you might be forced to by the listener’s choice of topic.

It’s also important to rotate stories into your hand between conversations, because you can’t tell the same story to the same person twice, and you need to circulate as many as possible in order to power up your deck. Some stories are easy to label, while others are pleasingly ambiguous. You may find yourself wavering, for example, over whether a spooky encounter with a comic finale is spookier than it is funny. Less pleasingly, each story’s changing summary text sometimes disagrees with its original (and broadly unchanging) emotional import. You’ll share what you think is now a gruesome horror story, only for your companion to complain that you’re joking around.

Thrown into flickering relief by the campfire and voiced by some of the talent behind Mass Effect and The Walking Dead, the drifters you’ll encounter are emblems for downtrodden or forgotten communities and causes – windows upon less exalted sections of US history, from the brutal dispossession of native Americans to the treatment of returning WW1 veterans. I was especially fascinated to learn about the so-called “Pullman porters”, black men hired to work as servants aboard sleeper trains for paltry wages, nicknamed “George” after their employer much as slaves in the South were once named for their owners. The script can be too idiomatic for its own good, as though it were written to be quoted, but there are some poignant and incisive revelations, and the game’s large stable of writers creates a powerful range of styles.

If the personalities are worth spending time with, the experience of walking the map gets a little dreary. I’m in love with the game’s sky – a scraped and mottled expanse of blue and purple, like a water-damaged Rothko canvas – and the slowness of your progress through the hazy landscape makes each story you uncover feel like more of an event. Still, I did find myself tuning out after a while, and the uneven framerate makes me wonder whether another mode of exploration would have suited Dim Bulb’s purposes better.

Some of the travelling mechanics are also a bit buggy. You can stretch out a thumb to hitchhike, but cars wouldn’t let me board them once stopped (only sensible, perhaps, given that you are a walking skeleton, but this never bothers any of the people you meet on foot). In theory, you can also hit control key to whistle along with the soundtrack and accelerate your pace, but this never seemed to actually work for me. The soundtrack is, at least, a pleasure to whistle along with, a medley of bluegrass, jazz and Mexican folk music that changes from state to state. Certain verses and structures carry over between tracks, reflecting how the stories you carry flow together into one grand and meandering narrative – indeed, the music is as much the soul of the game as its script.

Where The Water Tastes Like Wine’s vivid recreation of a blighted and turbulent nation has much to offer students of America today. In particular, its celebration of how stories – true or false – mutate and self-propagate is an eerie echo of the current US-led media climate, in which disproven conspiracy theories enjoy evergreen appeal on Twitter and Facebook algorithms transform patent falsifications into frontpage news. There is a much longer analysis to write about how this game maps the contours of the present and its networks of exchange, while revisiting the sins and glories of a country’s past. For the moment, it stands as a remarkable collection of reclaimed truths and sparkling falsehoods, and a compelling rejection of the rigid distinction between “gameplay” and “story”. It’s a reminder that telling or retelling a story is itself a playful and participatory act, whether you do so over a campfire or in a game.

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