
"For most kids who don't know much about refugees, this game is really helpful," Afshin said. Making the game accessible to students from different countries who speak different languages allows a greater number of individuals to play and learn from the unique gaming experience. The game and its resources, originally launched in Swedish, are now available in English, adding to a list of languages that includes German, Greek, and Norwegian. In Against All Odds, the player is interrogated, hears the sound of guards' footsteps approaching, and senses the urgency in finding safety while racing against the clock.Īgainst All Odds is an online game created to increase students' awareness and knowledge about refugee situations by putting players in the position of a refugee. Over the years there have been many educational tools created for raising awareness about refugees, but few have offered the chance to experience what it is like to be a refugee. If you had one bought for you by a date that no longer exists, the drink no longer exists either, and Fia’s left irritated by the whole affair.įia's look on the main menu will alter as you progress through different time periods.WASHINGTON, United States, November 7 (UNHCR) - An online game aimed at turning schoolchildren into persecuted refugees - at least for a time - made its debut in English on Wednesday with its first player in the United States declaring it, "a great game."Īfter finding his way to safety in UNHCR's refugee experience game Against All Odds, 12-year-old Afshin Fadakar from Maryland called the experience "a great way to inform people about refugees." Fia’s reaction depends less on watching someone cease to exist before her eyes, and more on that tiny decision: if you bought them a drink, you get to drink theirs too. Gilbert tells me an early section includes a moment where Fia decides whether to accept a drink from a date, or buy them one – before a change in the timestream sees her partner erased from history (for reasons I’m not sure of yet, Fia’s immune from such fluctuations). While it might be a sci-fi yarn, Old Skies is a dark comedy first and foremost. It’s not just a different game to play from Gilbert, but a very different feeling game too. You likely wouldn’t work this out on a first go, but with multiple passes at the same situation, you’re given the context clues to arrive there on your own. One example Gilbert gives is realising Fia needs to stop a stalking enemy and, because the player knows exactly where that person will walk, dropping a nearby billiard ball on the floor to have them spill over in an undignified mess. Players will piece together puzzle solutions over multiple different loops, each with entertaining conclusions – rather than being sat in one place, clicking everything in a static room before brute-forcing the intended goal. Gilbert says the unexpected benefit of using time loops as part of puzzle solutions is that it means he can build around less expected solutions – something closer to the infamous adventure game ‘ Moon Logic’ of older games like Monkey Island, while retaining fairness in how it’s solved. Eventually, you open the safe yourself, to the room's astonishment. When Fia dies, however, we don’t see a Game Over screen, but time rewinding, leaving her back where she began, with new information to use, and an increasingly painful headache from being shot so many times in one evening. Instead, Fia can demand each of them to help out, learning their sections as they do so – but inevitably ending with her (or sometimes everyone) dying in a hail of Tommy Gun bullets. One puzzle asks you to open a safe amid a tense standoff in a Prohibition-era jewellery store robbery – but no one person in the room knows the entire code, and they won’t share their pieces of it with the others. The brilliance, even in the short, early sections Gilbert shows me, lies in how time travel is built into how you play.
