This article is part of our new experimental series, Backlog Club, where we (Nintendo Life!) pick a game that's likely to be on our list of "games we should get around to playing", and then we (NL + you!) spend the next month playing that game. This is the finale for June, which was focused on Return of the Obra Dinn. Read Part One here!
Presumably, if you're reading this, you have either finished Return of the Obra Dinn, or got about two-thirds of the way through before rage-quitting over being unable to tell all the grainy photos of bearded men apart. So I won't bore you with an explanation of the game, and I won't warn you of spoilers, because you probably don't need either. Let's dive in.
Humanity has been telling stories for longer than we can ever know. We didn't actually figure out writing until relatively late, you see — and even then, we were mostly using it to take note of super boring things, like receipts and messages, rather than grand works of literature. Instead, stories were told out loud, with metre and music, and passed down through oral tradition: Campfire stories, cautionary fables, nursery rhymes, and long, entirely-from-memory epics.
Once we started writing them down, things got interesting very quickly (anthropologically speaking, anyway) — it was easier to share tales, put a spin on well-known ones, and copy from other people's ideas. Eventually, writing turned into books, which turned into films, which turned into video games, and, well, you know the rest.
What I'm dancing around saying is that Return of the Obra Dinn is a fantastic example of where writing, narrative, and storytelling are at in the modern era. We've come a long way from linear, chronological, "once upon a time" tales, and even a long way from more exciting ideas, like non-linear stories, unreliable narrators, and strange framing devices, too. Obra Dinn is a story that can only be told through the medium of a video game, which is strange to say, because unlike a lot of other "perfect for video games" stories, this one is incredibly passive.
Silent witness
By the time you get on the Obra Dinn, everyone is dead. It's your job to figure out how they died, but not save them. This is not a typical power fantasy, unless your power fantasy is to create the world's most meticulous post-mortem risk-assessment, in which case, more power to you, ya nerd. But there's no interaction, other than inscribing names into a book; you are merely a witness to events beyond your control.
This is not a typical power fantasy, unless your power fantasy is to create the world's most meticulous post-mortem risk-assessment
Return of the Obra Dinn is told in a non-linear fashion, as dictated by the bodies (and deaths) you find as you explore. It's a pretty straightforward story, if you rearrange the pieces back into their order: Greedy man steals treasure, its owners come to reclaim it, lots of people die needlessly in the ensuing scuffle. Sure, there's a little more nuance here and there, with a planned mutiny, a murder, and some supernatural goings-on, but even all of those are tied to the central story.
What makes Obra Dinn remarkable is its presentation. I would even argue that you can come away from the game not really knowing the story — you either have to pay very close attention and take good notes, or play it again in its entirety, to figure out exactly what happened — and still have had an extremely good time with the story as it is presented to you.
The way Obra Dinn leads you through the story makes every single plot beat as exciting as it possibly can be, by obfuscating things that would be obvious in a linear retelling. We begin with the captain, telling his crew members that "they" are "at the bottom of the sea" before shooting a man in the face. Instantly, we have questions: What is he talking about? Why is the captain killing people? Who is in the right here? We don't even get answers to these questions until hours later in the story.
Every single scene is just more of this maze-like confusion. Rarely do you find a simple scene — after all, the reason you can see the scene in the first place is because someone's died — so each one contains mysteries, fights, explosions, trails of blood, and more, all clues to piece together in trying to figure out just what happened on the Obra Dinn.
Piecing together the puzzle
The tension in any mystery story hinges on not knowing things, whether that's the audience knowing things that the protagonist doesn't, or the audience and protagonist finding things out at the same time. At the core of this story is a fact that will change things, and then there are smaller important facts that ripple out from that central truth: The butler did it, and tried to frame someone else, and his motive was money, and so on.
At the core of this story is a fact...and then there are smaller important facts that ripple out from that central truth
The tale of the Obra Dinn hinges on one question: What happened to the Obra Dinn and its passengers? For most of the game, you're only seeing the ripples, and none of it makes sense, even if you understand each individual ripple in isolation. By presenting a straightforward mystery as an out-of-order logic puzzle, which requires deduction, processes of elimination, and careful attention to the smallest details, like wedding rings and the colour of someone's socks in order to identify them, Lucas Pope is giving us a story in the telling of it.
My tale of playing through Obra Dinn (I got all the answers right, by the way) is not the same as the tale of the Obra Dinn. My tale is, instead, in the telling: Being able to share my experience with other people who have played the game, swapping stories of "stripy shirt guy" and getting the purser and the surgeon mixed up purely because I thought one of them looked more like a surgeon, is the true joy of the Obra Dinn.
Noticing that a single white-stockinged foot is sticking out from a hammock, and using that to identify the owner in another scene. Looking at three men playing cards and speaking Russian, and being able to deduce which one of them is cheating. These frissons of discovery are what make the Obra Dinn so, so special to me, because even though these are breadcrumbs put there by Lucas Pope, I feel smart for having spotted them.
The mundanity of socks
Lucas Pope is giving us a story in the telling of it
At the end of the day, Return of the Obra Dinn ends up being a story about fantastical, magical events, told through mundane means: A book, an insurance adjuster, and death, the most mundane thing of all, the one thing in life that is a surety (other than taxes, I know). It is a human story — a story where people tried to save one another, to change their fates, to get in the way of the corruption of greed.
It is this humanity, this mundanity, that weaves through each vignette, each death, to ground us in the story, even while magical mermaids and crab warriors from the deep invade the ship. It is this humanity that makes us tell stories in the first place; to speak about a shared experience, to bond with others over the terrifying unknowableness of mortality and the flaws that will ruin us all if we aren't careful.
Return of the Obra Dinn isn't a moral tale, or a fable, or even a nursery rhyme that exists to caution people of the dangers of stealing a mermaid's magical shells. It's a story told in a way that asks you only to use your eyes and brain, to observe rather than to act, and what you are left with at the end of the telling is an experience to be shared.
I just can't believe that this sprawling, tangled, brilliant logic puzzle of a game ended up hinging on socks, of all things.
Now that June's wrapped up with, we'll be moving on to the next game soon, so here's the poll if you want to have your vote on what we play in July:
You can catch up on previous Backlog Clubs right here:
- Backlog Club: EarthBound Part Two - Bees, Backtracking, And Biscuits
- Backlog Club: Week Two, May - Getting SNEStalgic With Earthbound
- Backlog Club: Slay The Spire Part One - Be More Tortoise
- Backlog Club: Slay The Spire Part Two - A Tale Of Frustration, Obsession, And Poison
And finally, the book club part of the Backlog Club, where we discuss our takeaways from Return of the Obra Dinn. Here are some questions to kick you off!
- Which character was the one that had you stumped for the longest time?
- Which character was your secret favourite?
- What was your best nickname for a character?
- Did you take physical notes to solve the fates of the crew?
- Who do you think was to blame for the Obra Dinn's fate?
- Did you get all 60 fates correct?
- Are there other games that use narrative devices in interesting ways that you recommend?
Tell us your thoughts in the comments!
Comments 30
Fine, you’ve convinced me. This game has been in my backlog for ages. I resolve to play it this weekend. Dammit!
@MathGeekDave
If you're not careful, you'll end up with a backlog of Backlog Clubs. 😆
I wasn’t able to do this month’s backlog, but I will absolutely participate in next month’s Hollow Knight!
(Spoilers, obviously.)
The bosun, Alfred Klestil. The degraded graphics made it hard to detect that he died because his friggin' arm was torn off.
Being from Taiwan (fka Formosa), I liked It-Beng Sia after seeing his badass exploits.
I didn't come up with any, but there's a funny comment on the Obra Dinn wiki that calls the cook, Thomas Sefton, an Alpha Chad based on headcanon.
No, I just backtracked a lot. That's why it took me 13+ hours.
The second mate, Edward Nichols. Yeah, Robert Witterel had the ultimate authority as captain of the ship, but all but four of the human deaths stem directly from Nichols' actions. He's a real piece of sh*t.
Eventually.
None come to mind, but I wonder if there are games that uses different POV of the same event like Kurosawa's "Rashomon".
Besides the gameplay and narrative structure, the soundtrack is also noteworthy. The music sets the mood of the dioramas very well, especially when the bells are used.
This is a truly fantastic game. Thanks for suggesting it, Kate!
Two more things:
https://tabletopwanderers.com/wp-content/uploads/2021/07/Exploding-Kittens_shuffle_01_web.jpg
It took four restarts for me to get into this, three on PC. Then I double dipped on switch and it clicked. My goodness did it click. And it remains one of the very best games I’ve ever played.
It’s one of those games that I wish I’d forget so I can discover it all over again.
So good.
@MathGeekDave stick with it, it might feel overwhelming to begin with but all the solutions are there if you just take your time. It’s amazing.
I played this over an entire Thanksgiving weekend with my brother-in-law. It was a fantastic experience.
I don't recall identifying anyone by their socks...
This would make a great game for a group of people to play on "game nights" as long as everyone is into it.
... didn't read the article because I haven't played the game. It's almost like I want to be part of this here Club, though some may not want a mangy gamer like me around; but if socks really are important to the ending here, I'm extremely disappointed by the spoilers.
Kate doesn't like pants, but from now on, I will be calling any spoilers foisted on the unwitting SOCKS, in recollection of this unhappy incident, with it's smelly and possibly unhygienic quality.
I played this on/off over a busy week about a year ago. Kate captures the magic of this game well. One of the best indie titles I've played and is one I fully recommend for anyone who likes mysteries and deductive reasoning.
a backlog of Backlog Clubs. 😆
@Ooyah The sad thing is, I never was one to call my game library "backlog" in the first place. (I never look at the unread books around me with anxiety or shame - more like anticipation!) But now I want to belong around here and participate in this interesting concept, so...
@CANOEberry @kategray
It could be Kate's next project... "Backlog Club Backlog Club".
Thanks for recommending this one Kate, I finally understand why people speak to affectionately about this game - it’s such a unique experience. I absolutely loved it, and thanks to this game I’ve discovered that I like detective games. Win!
But my favourite characters were probably the crab demons and mermaids - they were so unexpected for me, and really elevated the story to a place that I found really captivating.
And I think I agree @ZZalapski, second mate Edward Nichols seems to be to blame for the fate of the Obra Dinn. He’s a bad egg. Can’t help but feel a bit sorry for the captain… things really went to ***** for him.
@Sobtanian In similar circumstances I started playing on Mac twice, but got distracted and think I might get it for Switch for couch/portable play and try again...
I want to play this but first-person views tend to make me motion sick. I can probably handle it if you can take the entire game slowly and pause often. Are there any action sequences, or parts where you have to quickly whip your viewpoint around while moving?
I had a lot of fun when I played this game, although there were definitely some head-scratchers in there, and I'll admit I had to look up a few hints online. I got stuck on one of the solutions that required looking at characters' boots and sleeping cots to determine who they were.
> Are there other games that use narrative devices in interesting ways that you recommend?
I was actually reminded of the style of Obra Dinn when playing Outer Wilds (which might someday release on Switch); the "puzzles" had a similar feel where some of the more involved ones required knowledge obtained from several different places, and the solution involved combining that knowledge into one answer.
@CivilMadman I think it works way better on Switch cos of the portability. When you randomly think of a solution you can just grab the switch and try it. This game has THE best “AHA!!!” moments in any game, ever, so I hope you get to play it.
@HolyGeez03 before I got the game, loads of reviews commented on socks and their importance, specifically in the sleeping quarters.
Like you, however, I finished the entire game without once looking at socks. Maybe we have different logic circuits to the rest of them
@PerishSong Outer Wilds is amazing! Have you played the DLC? It’s even more so!
These kind of games have a new-ish name now: Metroidbrania. Where progress is gated by knowledge, rather than by missing abilities or closed doors.
It's a good thing that more people are finding out how wonderful this game is. Lucas Pope is probably the most exciting game designer/director out there at the moment. A few more games on the same level as Papers Please and Obra Dinn and he could end up joining the all time greats list.
@JugOfVoodoo none whatsoever. You walk and explore as slowly as you want, and you should. Most of the time you’re hunting for clues while barely moving.
Give it a spin.
@Diogmites it's not "observe before act" it's pretty much just "observe". You're just witnessing a story at different moments in time and noting down what you saw or deduced, then the book will validate what you got right at some points, until you get everything right (or give up and get an incomplete ending).
@JugOfVoodoo the only things moving is you and the few objects you can interact with (like doors).
The characters that stumped me for a while was Mara (since I don't know what New Guinean sounds like) and I confused the Carpenter and apprentice.
My favorite was the woman who shotgunned that one man, just because it's all I can remember right now (beat the game 3 weeks ago)
Whatever nicknames I had for anyone are gone from my memory.
I didn't take physical notes.
The second mate seems to be a pretty clear-cut culprit. 🤔
I did get all 60 correct, though I'll admit there were about 2 (and not the final two) that I was SURE about for some reason, but they weren't getting confirmed in the trios, so I looked them up. 😬
The only thing I feel this is like is Outer Wilds, but I can't think of anything else right now.
@ZZalapski The one person I had most trouble with is Maba, I knew his cause of death but not his name. He was one of the last people who didn't survive that I figured out, mainly through comparing tattoos and process of elimination.
The only thing I couldn’t figure out without guessing wildly was where the folks on the lifeboat ended up. I felt like a real dope when I looked it up online and found out the answer was in the front of the journal the whole time! It’s funny because one of the things I most admired about this game was how it challenges the player to seek answers without making them comb through a bunch of text files like so many other games would. That one sneaky exception slipped right by me, though.
I didn’t play this but reading about it I really want to. But then I have almost 200 other games on my wish list and about 2 years worth of backlog that I already own. I could do with quitting my job really but apparently I’m supposed to pay the mortgage and feed the kids. Oh well.
Which character was the one that had you stumped for the longest time?
It's been awhile now but I seem to remember struggling with which of the Chinese topmen were which (that sounds bad written down :/)
Which character was your secret favourite?
Either the carpenter for his bravery and reversing my assumptions or the guy who dies trying to release the last merperson.
What was your best nickname for a character?
Beanie baby?
Did you take physical notes to solve the fates of the crew?
Nope
Who do you think was to blame for the Obra Dinn's fate?
Nichols and the captain. The epilogue/ hidden scenes of the captain torturing and executing the captives clearly doomed the last of the crew.
Did you get all 60 fates correct?
Hell yeah, with a bit of trial and error.
Are there other games that use narrative devices in interesting ways that you recommend?
The Zero Escape games for sure! It's the weakest of the three but Zero Time Dilemna does some bananas things by giving you most of the sequences without knowing the where they are in chronology or even which 'route' they are in. In the narrative this is explained by the characters getting periodically drugged with something that knocks them unconscious and takes away their short term memory.
There is also a fairly obscure game called J.U.L.I.A among the stars that had some very Obra Dinn like sequences of determining the fates of different space colonists.
@AJWolfTill the topmen are the ones you need socks for!! They're all wearing different combos of shoes/stockings, and when you examine the hammocks in another scene, you can match socks to hammock numbers!
@KateGray
Ahah! I was wondering where that fit in as I completely missed it! Thanks for elucidating!
I placed a couple of people thanks to that scene anyway such as the tattood guy but I always thought I was missing something.
I'll try and be a more active member of Backlog club going forwards 😊
@Sobtanian The DLC is also wonderful. I hope the game makes it to Switch someday, as it's a real gem of a game.
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