It had been the worst day in a string of very, very bad days. I was desperate and angry and sad and getting drunker by the second. I hugged a bottle of vodka like a safety blanket, but it gave me nothing in return. No sympathy, no warmth. âMaybe Iâll just go for a drive,â I thought. âYes, I should go for a drive.â
Disclaimer: DRIVING WHILE DRUNK IS A HORRIBLE IDEA.
I have never done it. I do not want to ever do it. Itâs reckless and irresponsible. It endangers both the driver and countless others whose path the driver might cross. It is not an acceptable thing to do under any circumstance. Donât you even dare think about doing it. Put those keys down right now, mister. I will fight you.
For a moment there, though, I honestly considered it. Driving is my escape. When I just want to get away from life for a little while, I like to hop in my busted up junkheap of a shoe-shaped car and drive anywhere, nowhere. I listen to music, look out the window, watch trees and buildings and mountains pass me byâyou know, car stuff. Itâs simple. Itâs pure.
I can just sit in my own mind. I canât work or look at my phone or stare unflinching at the 18-wheeler-load of Life careening toward me at a million miles per hour. Itâs me and the road, and thatâs all.
So I picked up my keys, ran my fingers along their edges while contemplating the idea of doingâand I canât stress this enoughâa massively stupid thing. My vision was slightly blurry. I knew it was an awful idea, but maybe, you know, for only a little bit?
Then I remembered that Glitchhikers exists.
Itâs a game about languidly cruising down an open back country road, listening to the radio and meeting an increasingly strange cast of strangers. Itâd been sitting on my hard drive for a bit, but Iâd never gotten around to actually trying it out. So I sat down my keys and put on my headphones. After that, I never looked backâexcept to turn out the lights in my room.
Playing Glitchhikers in the light feels wrong.
I began the game. For a while it was just me and the road, light NPR-style radio chatter and music humming in the background. I was still feeling pretty anxious about Life Stuffâ overwhelmed by recent realizations about myself as a person, tragedies that had befallen friends, fears about a highly uncertain futureâbut that feeling began to fade. I remained keenly aware of my own battered emotional state (and, you know, inebriation), but I felt ever-so-slightly soothed as I lazily shifted between lanes, taking in the purple hills and eerily moonlit sky.
I passed a woman on the side of the road. I tried to stop for her, but my car just kept on driving, independent of my will. And yet, as I turned to look at my passenger-side windowâto watch the woman fade into the distanceâthere she was, sitting right next to me.
The radio host crackled in to inform me that the song we just listened to had been by David Lynch. Thatâs when I knew what sort of territory we were in. It was going to be a strange night.
I struck up a conversation with the woman. She didnât need to go far, just to the next stop. She told me how she used to play make believe games where sheâd destroy far-off worlds, how she felt no remorse. She said that one day a strange man came to her and asked her to stop. She told him it was all pretend, but for him it evidently wasnât.
âChildren really are cruel,â I couldâve said when I was offered a choice between four responses. Instead, I disbelieved it. âThat didnât really happen, did it?â And then she asked me a question:
âWhy are you driving?â
I had four options to choose fromââJust to get somewhere,â âItâs a spiritual thing,â âBecause I like it,â and âTo find somethingââbut I just⊠couldnât. I hovered my mouse over the answers, chewing on each until there was nothing left to chew and tugging the implications from my teeth. Why was I driving? Why was I driving? How could I sum up so much in so few words?
I didnât know my time to choose a response was limited, but I shouldnât have been surprised. Time is always limited.
The woman left shortly after. She didnât get out of the car so much as she just vanished. I was all alone again. âWhy am I driving?â I continued to ponder as I passed through a tunnel wreathed in an ethereal light, aglow beneath the jagged red scar of a moon in the sky. âWhat do I hope to get out of this? Do I really think itâll help? Why am I not being more proactive? Why am I wallowing and sulking? Why am I not doing something? Why am I being so weak? Didnât I get past angsty defeatism when I, you know, grew up?â
While I was lost in my own thoughts, another glitchhiker joined my journey. It was a sort ofâI donât know how to describe itâspiky alien rabbit creature? With half a face? It told me tales of far off worlds, of fleeing its old home because some unknowable force destroyed it. I asked if that force was a little girl, but the alien didnât seem to understand what I was talking about. I donât think it really mattered.
Then it told me of places it had seen and people it had met in its own travels. âA little planet of tiny volcanoes and baobabs. A civilization of artists and dreamers, who believe we are all just living in someone elseâs story. Tribes of nomadic people who live amongst the stars.â What wonderful places that alien had seen.
Its words made me feel small, yet also incalculably large. It explained the concept of sonder, the realization that everybody around usâeven the cars right ahead of usâall have thoughts and hopes and dreams and fears. I am my own tiny galaxy, and so is everybody else.
The alien left abruptly, and I realized I immediately missed it. Like, I wanted it to come back and sit next to me again. I wanted it to tell me more about the universe, about myself, about whether or not its world had a social network called Half-A-Facebook. And once again, I wondered why. Why did the alienâs words make me so emotional? What about them, specifically? Why did I feel so much for a pre-scripted NPC Iâd only known for a couple minutes?
The radio crackled back on, filling the black emptiness with relaxing sound. After some light chit-chat about the music, it took a turn for the poignant:
âThere are seven billion people on Earth. All we have is each other. Our own little infinity.â
Itâs nothing I hadnât already thought of before, but what a beautiful way to say it. Even as my face felt heavy with longing and loneliness, I couldnât help but smile.
âA video game made you cry?â some might scoffâbut there it is.
One last glitchhiker appeared next to me moments later, a sort of amorphous ghost-like being. I donât entirely remember what it asked me, but I think it had to do with self-harm. I asked if it ever considered hurting or killing itself. It replied, âWell, havenât we all,â pointing to those little moments where we gaze over tall ledges or into speeding traffic and think, âI could. Nothing is stopping me.â Most of us donât. Some of us do.
It was a dark contrast to the hopeful message Iâd received minutes earlier, but I didnât get the impression that Glitchhikers was trying to instill a feeling of inspiration or devastation. It wasnât trying to advocate any particular message. The point was to go for a drive and take whatever I wanted away from it. Not to escape, but rather to take an unflinching look into my own mind for a while, to see what stared back and confront it head-on.
Glitchhikers is a game of introspection, one I half-played in my own head. In a world where other games (and life, frankly) are mad cacophonies of information and noise and action and aliens whoâd rather fill me with hot pink murder needles than strike up a pleasant chat, I appreciated the quiet. Itâs hard to find time to just think these days. Rarer still is the experience that puts you in the ideal state of mind for it.
I passed a highway exit signâa clever way to signal the game was about to endâand realized I really, really, really didnât want to leave. âPlease, please, please let me stay,â I whispered, nearly in tears. This place had made me feel so much better. I needed it. I wasnât ready to go back into the frightening, ugly real world yet. The air conditioning blasted on in my (real life) bedroom. It was cold.
But I had to. Thereâd have been no point to this bizarre, utterly wonderful journey if I didnât bring these thoughts and feelings back into the real world. I took the exit. The credits rolled. It was over.
I was sad, but I felt better than I thought I would. For some reason, it just seemed like things were looking up. Like maybe I could handle everything that was on my plate. The overwhelming hurricane slurry of fears, anxieties, and surefire losses had become bumps in the road, punches to roll with it. I just needed perspective. Some time to think.
I decided, though, that it couldnât hurt to dive back in, to gain some more perspective. So I opened up Glitchhikers a second time, and to my surprise I discovered new hikers. The game randomizes them. Itâs not just a single set. Eventually, however, I met that same woman from my first session again. We had the same conversation, and at the end she once again asked me, âWhy are you driving?â This time I knew my answer:
âTo find something.â And I knew Iâd find something different every time.
Glitchhikers might not be perfect (some of the dialogue exchanges are trite or heavy-handed; itâs not always as profound as it thinks it is), but it was a game that came to me exactly when I needed it. Thereâs something incredibly powerful about mediaâs ability to do that, whether itâs a game or a book or music or a TV show or whatever else. To say the words you need to hear in just the right way, in a language thatâs abstract and diffuse yet beautifully preciseâlike a dagger of insight straight to the heart. Words that are more powerful than speech or language, or maybe theyâre not words at all. Maybe itâs just a thought, an idea, or a feeling.
Sometimes itâs almost impossible to explain why these things mean so much to usââa video game made you cry?â some might scoffâbut there it is. I donât think Iâll ever forget my night with Glitchhikers, no matter what road life takes me down next.
TMI is a branch of Kotaku dedicated to telling you everything about my adventures in the gaming industry (and sometimes other offbeat and/or uncomfortable subjects). Itâs an experiment in disclosure, storytelling, interviewing, and more. The gaming industry is weird. People are weird. I am weird. You are weird. Why hide that? Letâs explore it.