![]() This may sound simple - which it is - but the process of approving or denying immigrants is also incredibly nerve-wracking. Similarly, you’re also given more tools and criteria to work with, ranging from demographic information and personal testimony to the infamous “randomly selected” scans of travel. As the game progresses, you are required to inspect and pass judgment on more and more documents that the procedurally generated immigrants present. However, the real meat lies within the actual border patrol, and boils down to slightly more than just pointing and clicking. At the end of each work day, you budget your pay around rent, food, heating, and random costs through a simple expense list. Papers, Please is rendered in an ostensibly old-school 16-bit aesthetic, and the entirety of the gameplay consists of a whopping two menus. All of this is told through a branching story with 20 different endings, leaving plenty of room for replay value. Every day comes paired with the possibility of terrorist attack, which you are poorly equipped to deal with, and you are forced to negotiate the increasingly complex back-room dealings of an assassin organization that could end your days as an inspector and leave your family on the street, but also bring you the easy money that you so ardently long for. Each new immigrant to approach your battered stand forces you to weigh the risk of government citation with the ethical choice of turning away a lost mother solely because her passport is out of date or detaining a destitute refugee who cannot afford the necessary paperwork. More than paperwork fills your life, though. Day after day, you begrudgingly walk to work with a 12-hour doom of repetition looming ahead of you, all while burdened by your family’s needs and expenses which often outstrip your meager income. ![]() You play a border inspector who’s been forced into service by a labor lottery. Rather than leisurely leading the player, it hoists you into a pressuring world of endless time trials. However, as its membership in the Indie club implies, Papers, Please innovates upon its core foundation-in this case, point-and-click storytelling. Luckily, I’ve since played Papers, Please, a distinctly Cold War-esque entry to the dwindling genre of point-and-click adventure. If you’d told me three weeks ago that I’d one day enjoy deliberating over digital passports and entry permits for hours on end, I’d have labeled you a nut and the concept impossible.
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