Skip to main content

‘Tacoma’ review

You can't win or lose, but 'Tacoma' will grip you anyway

Video game narratives too often feel like tacked-on ways to fill the gaps between action. They rarely strike a cord, make you think deeply, or make you question your beliefs. Some times, that’s okay. Games are, after all, active by design: Making a game fun to play often takes priority over the precision or weight of its narrative. Not always, though. Tacoma, the new Sci-Fi game from Gone Home developer The Fullbright Company, goes the opposite way. It is a game wholly concerned with telling a story. In the process, it has become one of the most insightful, provocative games in recent memory. Find out why in our Tacoma review.

“Fullbright’s depiction of 2088 is as fascinating as it is terrifying.”

From its premise alone, it’s easy to come to that conclusion. Both games could fall under what players call a “walking simulator,” an interactive narrative experience without any possibility of failure. In both games, the protagonist explores an enclosed, lifeless space, uncovering the hidden story of that place through notes, art, audio logs, and other details. They are compact narratives that only reveal themselves through thorough investigation.

It would be unfair to label Tacoma as “Gone Home in space,” though. Gone home was a character study disguised as a mystery. Tacoma delivers a real mystery while diving deeply into not just its characters, but the galaxy they live in. By retooling the way we ingest and digest both impactful and inconsequential information, Tacoma takes one giant step forward for Fullbright. In doing so, it has delivered a follow-up that nearly perfects its unique, poignant brand of storytelling.

Play, pause, rewind, repeat

The year is 2088. You’re Amy Ferrier, a technical subcontractor from the California Republic. With the assistance of Mindy, your AI companion, you dock onto the Tacoma orbital station. Upon entering the station, the station’s AI directs you to fit yourself with augmented reality earpieces. A sign on the wall with small typeface declares that everything that occurs on Tacoma is recorded and property of the Venturis Corporation.

Tacoma recently housed six contractors — four female, two male – but they’ve gone missing. Reports of a meteor colliding with the station — eliminating oxygen circulation and suppressing external communication — lead us to the question: What happened to the six contractors who worked and lived on Tacoma? We aren’t told if the crew is dead or alive. All that remains are AR recordings scattered across the station’s departments.

Over the course of a few hours, the picture of what occurred mere hours ago on Tacoma takes shape. Most of the AR logs chronicle the days of panic, but they not necessarily to whatever led to the crew’s disappearance. Your job is to piece the jumbled fragments together — an oddity here, a revelation there — and form a coherent understanding of the situation.

While AR logs play, the crew members appear as holograms. You follow the bright-colored silhouettes around like a ghost, taking the same steps they took, listening to their seemingly private discussions. And while what they say is often important, so are their surroundings. At certain points in the recordings, you can interact with a crew member’s AR desktop to read text messages, emails, and documents pertaining to the mission.

These recordings can be paused, rewound, and sped up. In most cases, you’ll need to play them multiple times to glean all details, following different crew members as they diverge to hold separate conversations.

Doling out clues like breadcrumbs in mixed media, particularly personal writing, harks back to the Gone Home playbook, but in Tacoma, what you read carries new meaning. As Amy, you can look at the clues from all angles, and read what crew members were viewing while in conversation. It’s sometimes deeply personal, but comparing and contrasting their discussions with what they were concerned with internally adds an additional layer to each discovery.

2088: A Space Odyssey

For a game set exclusively on a relatively small space station, Tacoma does an exceedingly good job creating a global sense of how things are in 2088, not just on Earth, but throughout the solar system. Governments have drastically changed, and corporations still reign supreme. Amazon is bigger than ever, and customer loyalty is exchanged for goods and services. Fullbright’s depiction of 2088 is as fascinating as it is terrifying. Aspects of this vision elicit optimism, while others distill chilling anxiety.

While Tacoma comes to a rather clean conclusion, it’s by no means definitive. The door remains open for questions. You may find some of those answers by boarding Tacoma again. Others are destined to be pondered long after you exit the orbital station.

Tacoma is available August 2 on PC and Xbox One

Editors' Recommendations

Steven Petite
Former Digital Trends Contributor
Steven is a writer from Northeast Ohio currently based in Louisiana. He writes about video games and books, and consumes…
Star Wars Jedi: Survivor is being review-bombed on Steam as a ‘total crap’ PC port
Star Wars Jedi: Survivor reviews on Steam.

Star Wars Jedi: Survivor is off to a bad start. The game launched to Mostly Negative reviews on Steam, with only 34% of the over 2,000 reviews being positive. That's around the same level as the disastrous The Last of Us Part One PC port released in March, and it's for the same reason: poor performance.

As pre-release footage showed, the game struggles to maintain a consistent frame rate even on a system equipped with an RTX 4090. Steam reviews claim frame rates around 30 frames per second (fps) at 1440p with an RTX 3090, and many are saying the game consumes upwards of 19GB of video memory with ray tracing turned on.

Read more
The best free flight simulators
Plane flying in GeoFS.

Most of us will never be given the chance to fly our own plane, which is why it's so tempting to take to the virtual skies. Microsoft Flight Simulator 2020 is probably the best way to do that now, but the game will run you $60 at least, plus the cost of additional planes. And that probably won't change any time soon.

As is the case with most simulator games, flight simulators have a long shelf life. X-Plane 11, for example, is still a full $60, despite being three years old, and it has over $2,000 worth of DLC. With those kinds of prices, you'll need to track down the best free flight simulators to take to the skies on the cheap.

Read more
PlayStation VR2’s launch lineup features more than just Horizon Call of the Mountain
Horizon Call of the Mountain key art.

At CES 2023, Sony confirmed that there would be over 30 launch titles for PlayStation VR2. Today, we learned specifics on what exactly 37 of those PlayStation VR2 launch window games are on PlayStation Blog.
This announcement also contains 13 new titles that we didn't know were coming to PlayStation VR before. Particular new highlights include Before Your Eyes, an emotionally moving game where blinking is the main form of interaction, Tetris Effect: Connected, a multiplayer-enhanced version of one the original PlayStation VR's best games, and What the Bat?, a comedy game where the player's arms are bats. Of course, the crown jewel of PlayStation VR2's launch is still Horizon Call of the Mountain, a VR spin-off of one of PlayStation's most successful recent franchises.

 
Check out the full list of confirmed launch titles: 

Read more