User Score
5.0

Mixed or average reviews- based on 151 Ratings

User score distribution:
  1. Positive: 39 out of 151
  2. Negative: 60 out of 151

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  1. Sep 24, 2016
    8
    Virginia is a great experience ( not so much a great game )

    It has very good music, produces an amazingly immersive atmosphere with stylized, colourful and vibrant colours. It tells a story with images, cinematic cuts instead of walls of text. Games that primarily tell a story need to make compromises. If you include quicktime events (telltale games) it can easily break immersion and
    Virginia is a great experience ( not so much a great game )

    It has very good music, produces an amazingly immersive atmosphere with stylized, colourful and vibrant colours. It tells a story with images, cinematic cuts instead of walls of text.

    Games that primarily tell a story need to make compromises. If you include quicktime events (telltale games) it can easily break immersion and disrupt the flow of the story. If you include riddles (Myst-like) it often boils down to a journey from one riddle bottleneck to another. If you allow total freedom of movement and investigation - you can only really advance your story in short bits (mission based).

    So if you want to tell a coherend story (kind of like a book) - you have to restrict the players involvement. Which in turn causes the player to go from being a protagonist to a spectator.

    In Virginia - the player is a spectator. You have no real influence on the story. You do not have choices to make that can fundamentally change the course of the story. All you can do is advance the story at your pace - sort of.

    What makes this story stand out is that there is rather little exposition. There is no narrator, no talking. It is all in the images. There is not even an "inner voice" (or a protagonists thoughts) ... so the player can either understand a scene, interpret a scene or not.

    Personally - i found this very artistic and stylish. And i had a lot of fun just "being" there - getting immersed by the atmosphere and the imagery. I can however understand that one might be disappointed. Not only is there little replay value (you may replay it ... just as you may re-watch a movie. But it is not the same as watching it for the first time) - but there simply is not much "to do".

    That is/might be a problem for the developers of this game (such games in general) ...

    When the player becomes such an irrelevant element in the game ... and the story becomes the one and most dominant factor ... why buy the game when you can probably watch someone else play on YouTube.

    Still - for me - it is a clear 8/10 for a beautifully crafted and told story well worth the time. (right before or after i go back to something like Fallout 4 - where the player controls everything)
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  2. Sep 30, 2016
    9
    So I just played Virginia. I owe the experience to the great gaming website Killscreen(https://killscreen.com/articles/virginia-vague-jumble-ideas/) ... which wrote a rather scathing review of it. Something about this review gave me pause though. The author traces the game's cinematic heritage, from X-Files to Twin Peaks and then going as far back as the silent films of the 1920’s. In theSo I just played Virginia. I owe the experience to the great gaming website Killscreen(https://killscreen.com/articles/virginia-vague-jumble-ideas/) ... which wrote a rather scathing review of it. Something about this review gave me pause though. The author traces the game's cinematic heritage, from X-Files to Twin Peaks and then going as far back as the silent films of the 1920’s. In the end it concludes that the game fails to live up to it’s heritage, saying “the game dives into an irreparable gulf between the way a film camera unrelentingly directs your gaze and the way a first-person videogame camera yields to player control, and all its mistakes begin to snowball from there.”

    The critique picks up steam from there and while it admits "There are admirable attempts here at dealing with sexism, racial prejudice, and even gaslighting" it is essentially hostile. It’s primary complaint is that the narrative fails to give the player sufficient autonomy going so far as to say “But there is no reason, not one, that the player needs to be afforded control in any of Virginia’s scenes—except as a sop to interactivity in a game that otherwise evinces no interest in player control whatsoever.” At the same time it complains that the interactivity the game does provide, which is to say the ability to navigate the space of the scenes and interact with them in minimal ways is ruins its the cinematic aspirations saying “The clarity of meaning that can arise from a well-timed cut is almost entirely lost on the roving camera of a first-person videogame”.

    All these contradictions and strong emotional responses from a source that is usually thoughtful and collected intrigued me... Behind the protests of the author I heard the all too familiar ‘But it’s not even a game’ that I have heard from more traditional game media outlets when they were faced with games like Dear Esther or Gone Home. Normally Killscreen is more self aware and interested in that kind of storytelling in games, so why had Virginia offended it’s sensibilities so much? It all gave me the sense that if I should investigate I might well find a game worth playing, and so I did.

    So, Virginia...

    The short of it is that I think in this case Killscreen missed the point almost entirely. They are right about many of the game's merits and some of it’s flaws, I won’t argue that it’s a perfect work of art. But it is a work of art and the reviewer’s assertion that there is not even one reason that the player needs to be given control gets directly to the heart of it, because there is indeed one very important reason. The thing that sets Virginia apart from other games or from movies is that you are not either passively watching the experience of characters as in cinema or playing through a game yourself. You are moving through the story AS the character.

    On the title screen of the game the text below the title reads “Press x to take a trip”, not press x to play the game, this is the first clue as to what is about to happen here.

    The limitations on your actions in Virginia are not the result of lazy developers, they are the expression of the choices of the character. Choices that are sometimes limited by the personality of the character, sometimes limited by their race or gender. When you have no choice but to open your purse and open a tube of lipstick and put it on before you can leave the room it is because that is the experience of the character. Welcome to her world.

    The constant cinematic cuts mean that you are not walking down a corridor because it is between you and the next cut scene you are walking down it because the developers wanted you to have that experience. Rather than just venting the frustration and discomfort that it causes ask why the developers included it and what your response says about the character and about you as a player.

    The first person perspective is critical to this attempt to embody the player in the body of the main character. It is subtly and well done and I believe has powerful impact in many scenes. From the first time you look down and see the color of your skin and shape of your body to the juxtaposition of perspective between the scene where you receive your badge to the later scene of an imagined future where you are giving a badge to a new female agent on that same stage.

    The narrative itself is very challenging. It is filled with both flashbacks, imagined futures, dreams and in the case of the last minutes of the game an intense acid trip, yes we see what you did with the wording of the instructions on the title screen, how very clever of you.

    Does the game make sense and present a tidy comprehensible story? Not so much. Is it something new and important, something that we will look back on as foundational to our art form in 50 years... probably.
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  3. Sep 29, 2016
    8
    This game (though it's not really a game in the strictest sense - there is no actual game-play, only exploring areas and moving the plot forward in set ways by interacting with the highlighted objects and characters) is certainly an interesting experience. There is a lot of detail and nuance in the surroundings and the actions of the NPCs, and the world feels real enough that at times IThis game (though it's not really a game in the strictest sense - there is no actual game-play, only exploring areas and moving the plot forward in set ways by interacting with the highlighted objects and characters) is certainly an interesting experience. There is a lot of detail and nuance in the surroundings and the actions of the NPCs, and the world feels real enough that at times I actually felt afraid to make the player character turn around for fear of what I would see. Given that there is literally no way to get hurt or be set back, that's an impressive level of psychological impact.

    Having that said, there were some parts that I thought were vague and confusing - and not in the interesting what-is-really-going-on-here, is-this-dream-or-reality way that the game strives for (and often, in fairness, succeeds at). Given how much the game depends on a sense of immersion, any moment when you're not sure where you are and what you're doing is a problem. To be sure, it's very impressive how often you DO understand what's going on without a single line of dialog or even much in the way of written records, but still - at times, I felt like the game was failing to either show OR tell, and dropped me out of the story as a result.

    All in all, I would consider it flawed but still interesting. If you have twenty bucks to spend on a few hours of strange and haunting experiences, I'd recommend it.
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  4. Sep 28, 2016
    9
    Phenomenal, interactive narrative experience.

    There's no high scores but the act of interactivity in the thing made it more compelling for me. I'm not going to write a long review explaining whether or not this is a game (it could only be experienced on a machine that allows the user to control parts, interact with areas and feel like they're a part of it) but I will say you should play
    Phenomenal, interactive narrative experience.

    There's no high scores but the act of interactivity in the thing made it more compelling for me. I'm not going to write a long review explaining whether or not this is a game (it could only be experienced on a machine that allows the user to control parts, interact with areas and feel like they're a part of it) but I will say you should play it. Play it and then talk about your interpretation with anyone that will listen. The thing is pretty oblique, but oh man have I enjoyed dwelling on the thing since I first saw the credits roll.
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  5. Oct 1, 2016
    10
    Wow, what an experience! I played it at a friends house, have no plans on replaying it, yet went ahead and paid for it to support what the devs have done here.

    If you're a fan of Blendo games (Gravity Bone, Thirty Flights of Loving, Quadrilateral Cowboy), but also like the thoughtfulness and drama of The Chinese Room (Dear Esther, Everybodys Gone to The Rapture) than you will love this
    Wow, what an experience! I played it at a friends house, have no plans on replaying it, yet went ahead and paid for it to support what the devs have done here.

    If you're a fan of Blendo games (Gravity Bone, Thirty Flights of Loving, Quadrilateral Cowboy), but also like the thoughtfulness and drama of The Chinese Room (Dear Esther, Everybodys Gone to The Rapture) than you will love this game.

    Don't listen to people complaining about the game length, they really need to understand game development more. No good film or piece of music begins by setting out how long it will be. Gamers need to start thinking quality, not quantity. The two hours it takes to complete is paced perfectly, had it lasted much longer than attention would start to fade.

    Since there's a demo available, I'll just end off with a comment on the music. The score is fantastic, unbelievably high levels of production value, and is a step in the right direction for the industry. Play with headphones! The sountrack adds a lot of emotion, and I don't see that as a bad thing at all. You must experience it.
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  6. Feb 15, 2021
    8
    The main menu of Virginia says “Press Enter to Take a Trip”. That is about as perfect a way to describe the game as I can: “A Trip”. This is like if David Lynch made a game. The whole thing feels like an acid trip of sorts. There is no dialogue at all so the game depends on facial reactions; music; and visual clues to make sure you can figure out what is going on. Luckily for VirginiaThe main menu of Virginia says “Press Enter to Take a Trip”. That is about as perfect a way to describe the game as I can: “A Trip”. This is like if David Lynch made a game. The whole thing feels like an acid trip of sorts. There is no dialogue at all so the game depends on facial reactions; music; and visual clues to make sure you can figure out what is going on. Luckily for Virginia those three things were the game’s strong points. The music was especially fantastic throughout the game. The graphics stunning but had a very simplistic quality that managed to be more detailed than I expected in it’s own way. I won’t pretend I understood the whole game but I understood enough to appreciate the story and the ability of the developers to intertwine various stories to all flow together without using voice acting. Gameplay wise it is mostly a walking sim as you are finding what objects to interact with.

    I played Virginia on Linux using Valve’s Proton. It never crashed on me and I didn’t notice any glitches. The game only has options for resolution; motion blur and a toggle for AA. There is a frame limiter but it only had options for 30 and 60 FPS. I would have preferred a Vsync option. I left it at unlimited rather than 30 or 60. The game has an auto save system but it never tells you exactly when it’s saving so the one time I exited the game and reloaded my game I was further back then expected. I would have preferred a manual save system. Alt-Tab Works. The game’s performance was flawless.

    Game Engine: Unity
    Save System: Auto
    Disk Space Used: 4.04 GB
    Input Used: Keyboard + Mouse

    Details Used: 1080P; AA on; Motion Blur Off
    GPU Usage: 77-100 %
    VRAM Usage: 1498-2053 MB
    CPU Usage: 35-60 %
    RAM Usage: 3.1-3.6 GB
    Frame Rate: 79-228 FPS

    If you enjoy things like Twin Peaks; X-Files; or games such as Off-Peak or Brothers than you should try Virginia. It has a great story and music. It’s a bit out there sometimes and can be hard to figure out some details but this is one time it works in favour of the game in my opinion. I finished the game in ninety nine minutes and it felt like a natural length for the game, not rushed or dragged out. I paid $1.09 for Virginia on Steam, and full price for it on GOG. It is worth it’s current full price of $10.99 CAD.

    My Score: 8/10

    My System:

    AMD FX-6100 | 16GB DDR3-1333 | MSI RX 580 8GB Gaming X | Mesa 20.3.4 | Samsung 870 QVO 1TB | Manjaro 20.2.1 | Mate 1.24.1 | Kernel 5.10.15-1-MANJARO | Proton 5.13-6
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Metascore
74

Mixed or average reviews - based on 36 Critic Reviews

Critic score distribution:
  1. Positive: 21 out of 36
  2. Negative: 3 out of 36
  1. CD-Action
    Jan 12, 2017
    70
    By constantly comparing their game to “Twin Peaks” and “True Detective” the developers set the bar so high that they could not fulfill expectations. Nevertheless Virginia is an interesting experiment worth your time (especially that it only takes two hours to complete). [13/2016, p.58]
  2. Edge Magazine
    Nov 15, 2016
    80
    One of the most quietly devastating moments involves a character simply shaking their head softly. [December 2016, p.110]
  3. Games Master UK
    Nov 9, 2016
    79
    An interactive story that blends dreamy police procedural with Lynchian nightmare to intriguing effect [Nov 2016, p.78]