-REVIEW: Cargo: The Quest for Gravity-
a principled madness
a principled madness
Title: Cargo: The Quest for Gravity
Developer: Ice-Pick Lodge
Price/Platform: $19.99/Steam
Insanity, at a price that can't be beat
Developer: Ice-Pick Lodge
Price/Platform: $19.99/Steam
Insanity, at a price that can't be beat
Put aside your petty squabbles. You’ve spent your days and
hours whiling away your life with nary a reward to show for it: a pittance in
pay, a meager sum of wood chips, and a gravelly voice with an unsatisfied sex
drive. This is the life you have led and this is the life that you loathe. This
is the reason you complain and this is the righteousness that you intend to
display. But please, stop. You’ve got nowhere left to run. You’ve got no one left
to blame. You’ve got nothing left to lose.
Just have some goddamn fun.
CELESTIAL BODIES
The apparent difficulty in life isn’t so much a problem as
it is a situation: just something that seems to persist in spite of our best
efforts. The worst part of all is that any persisting situation seems to imply
to our fragile carbon-based brains an underlying system: a game of sorts. If
this system persists than it is presumable that there is something that is “persisting”
it, supporting it, perpetuating it, and as such there must be some kind of
mechanism which, if understood properly, can be changed. This is the promise of
all the sciences, religions, and motivational speaking.
But who’s right? The end of any of these analyses is only
ever death, that unfortunate point in time where the mechanical workings of our
fragile carbon-based bodies just wink out. Moments before this moribund winking
we are afforded mere nanominutes and microchrons to decide whether what we
chose to spend our petaminutes and megachrons on were entirely worthy. And,
more often than not, the conclusion we come to is, “Shit. Can I go back and do
this over?”
Having seen time and again a soul reach said point and utter
such words I’ve come to a different conclusion: life isn’t a system. Life is
just a series of events that are undeniably interconnected but by no means
traveling in any predictable manner. Life is a vessel for ambition and opportunity,
a manifestation of metaphysics sandwiched between the dirty necessity of a
physical world and the pure desire for an imagined one. This means that, at its
core, life is about work, work is about fulfillment, and fulfillment is about
satisfaction. And satisfaction is defined by fun.
Cargo: The Quest for
Gravity seems to agree.
DIY NETWORK
Whatever goals you have in Cargo are subordinate to one thing: Fun. As axiomatic as this is, Cargo is the only game bold enough to
proclaim it so explicitly. So while the idea of making Fun the Key to Fun in a
game that is presumably being played in order to have Fun is so ridiculously
redundant, absurd, and childish, it’s only so at face value. Dig deeper and you’ll
find more. Much more.
The idea that Fun is an end in itself is, by itself, not a
difficult idea to grapple with. This makes playing Cargo easy to accept. So in spite of Flawkes’ rather slippery ambulance
and the buddies increasing creepiness, Cargo
never really trips one’s instinctual see-a-chubby-nude-short-guy gag reflex. And,
of course, observant readers will note that I’ve made a leap of logic here by
describing the game’s aesthetic by way of its design philosophy, which is good
because I’m about to get much, much more indirect.
Cargo’s primary
means of interaction is building and driving vehicles of various kinds in order
to fulfill the needs of chubby nude short men in a world where nothing makes
sense. Gravity has lost its grip on reality because the earth has ceased
spinning, but the vehicles you build and your chubboshortnude passengers are
still subject to its whims. At the same time, these chubboshortnudes produce
Fun, which can be consumed in order to reinstate the power of gravity. By this
logic, the power of gravity exists within the chubboshortnudes by virtue of
their ability to produce the very thing that can be used to revitalize it. In
the same way, it also exists in you.
What does this mean? It means that the goal in gravity isn’t
simply a matter of Fun, it’s a matter of life and death. Cargo: The Quest for Gravity should instead be called Cargo: The Game about Life and Shit as Told Through
the Lives of Chubby Short Nude Guys Who Enjoy Being Pleasured by a Short-Haired
Engineeress Until They Explode because that’s exactly what it is. In Cargo Fun isn’t called Fun just because
Fun is a fun word. It’s called Fun because there’s no other word that more
closely matches the reality of life: that all pursuits are in the name of
the production of fun. It’s not that fun is spontaneously found; it must be
created, it must be mined, it must be serviced out of the hearts, minds, and
exploding bungholes of all God’s creatures, and that even at the end of the world,
when the humblest of these creatures are but retarded imitations of the
glorious hypersexualized beings that we are today, this objective will not
change.
And on top of all this lies the idea that the production of fun is in fact an extrinsic reward as well as an intrinsic one, but the one that contains usable, productive value is in fact the kind that is received and not the kind experienced. By insinuating that Fun is in fact a currency exchanged or resource mined as opposed to an intrinsic value agreed upon and self-evident in all creatures, Cargo implies that Fun is not truly valuable unless it's the kind that you're helping other people have, even if those people happen to be the most repulsive beings in the known universe. So while it never outright denies the idea that you can't have fun by yourself, it unequivocally states that real Fun, equitable, exchangeable, for legal tender Fun can only be found in the service of others.
And on top of all this lies the idea that the production of fun is in fact an extrinsic reward as well as an intrinsic one, but the one that contains usable, productive value is in fact the kind that is received and not the kind experienced. By insinuating that Fun is in fact a currency exchanged or resource mined as opposed to an intrinsic value agreed upon and self-evident in all creatures, Cargo implies that Fun is not truly valuable unless it's the kind that you're helping other people have, even if those people happen to be the most repulsive beings in the known universe. So while it never outright denies the idea that you can't have fun by yourself, it unequivocally states that real Fun, equitable, exchangeable, for legal tender Fun can only be found in the service of others.
PROFUNDITY WITHOUT
PROFANITY
What little is left after understanding the point of this
game is by and large pointless, as are most things. But that doesn’t mean Cargo lacks depth or playability. Its
focus on providing a powerful, if somewhat obtuse, design-and-build mechanic, a
number of varied environments, and a gentle, easygoing aesthetic wrapping make
it palatable enough to simply enjoy watching. But the journey to understanding
the message of Cargo is one that will
not soon be forgotten, and that’s something that can’t really be said for too
many games nowadays.