I’ve never given much thought to the ‘skip dialogue’ button in a videogame, but after playing The Stanley Parable: Ultra Deluxe I can’t stop thinking about it. The button is just one of several new features explored in the “expanded reimagining” of 2013’s The Stanley Parable, which once again turns the act of playing a game into a hilarious, surprising and thoughtful examination of games and game development, players and player choice, and yes, even simple buttons.
But what even is Ultra Deluxe? It’s not just a remaster, though the original game has been faithfully rebuilt in Unity. You can play through it once again as office worker Stanley, who realises he’s the only one in the building and sets out to discover why while a gentle storybook-style narration guides him through the empty corridors and rooms. Once again, the simple act of disobeying the narrator and making your own choices leads to numerous branching paths, a range of reactions from the narrator, multiple endings and the pure joy of doing something unexpected and discovering the game fully expected you to do it.
But at some point while replaying the new version of the old The Stanley Parable, the new content begins to intrude. It’s not a subtle introduction – a door labelled New Content appears in the familiar office corridor you’ve walked down a dozen times already. Step through it and a bunch of new features are trotted out to you. Like a bucket that Stanley can pick up and carry around with him.
BUCKETS OF FUN
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios