Papo
& Yo Study
Papo & Yo is a fantasy
platform/puzzle adventure game released on August 14, 2012 for the PlayStation
3’s PSN platform. It has since been released for Steam. It was developed by Minority and
designed by Vander Caballero using the Unreal Engine 3.
The game is set in Brazil, however the exact location is unknown, the environments of the game are fantasy. The player assumes the role of Quico who has run away from home to escape his alcoholic, abusive Father.
Wait…what?! An alcoholic abusive Father is the theme behind this game? Yes. The key thing to remember; this game doesn’t have an adult age rating to match the adult narrative themes. No. The game was given an “E10” age rating which means that the game is suitable for those who are aged 10 and over. The steam version of the game has been given a “12” rating which isn’t a drastic difference when you consider the actual story behind this game.
It is this point which makes Papo & Yo perfect for my topic research. Papo & Yo is a fantasy adventure game where the main element of gameplay is to solve puzzles and progress through the level via basic procedural rhetoric in terms of level design. The game isn’t full of dense cut scenes trying to animate the relationship between Quico and his Father, instead it focuses on the play and how the player can subtly understand (or not) the themes behind the metaphorical game.
Play is used in Papo & Yo to convey the metaphorical aspect of Quico’s relationship with his father who is represented as a large, obese monster with the same title.
The game is set in Brazil, however the exact location is unknown, the environments of the game are fantasy. The player assumes the role of Quico who has run away from home to escape his alcoholic, abusive Father.
Wait…what?! An alcoholic abusive Father is the theme behind this game? Yes. The key thing to remember; this game doesn’t have an adult age rating to match the adult narrative themes. No. The game was given an “E10” age rating which means that the game is suitable for those who are aged 10 and over. The steam version of the game has been given a “12” rating which isn’t a drastic difference when you consider the actual story behind this game.
It is this point which makes Papo & Yo perfect for my topic research. Papo & Yo is a fantasy adventure game where the main element of gameplay is to solve puzzles and progress through the level via basic procedural rhetoric in terms of level design. The game isn’t full of dense cut scenes trying to animate the relationship between Quico and his Father, instead it focuses on the play and how the player can subtly understand (or not) the themes behind the metaphorical game.
Play is used in Papo & Yo to convey the metaphorical aspect of Quico’s relationship with his father who is represented as a large, obese monster with the same title.
Most of the time Monster is meandering around in the same
general direction as Quico. This is where their relationship in
terms of play and the metaphors that are supposed to reflect the story and
meaning behind Papo & Yo can be studied to
question meaning. Monster doesn’t always set out to help Quico, nor will he go out
of his way to be useful. There will be areas where Monster
actually lays down and falls asleep. This could easily be a metaphor of the
deeper back story where Quico’s father would presumably pass out from
alcohol abuse or just be generally neglectful of Quico.
Referring back to the core point here
which is that Papo & Yo is an indie game
developed and designed in order to convey the troubling messages, sub textural
narrative and down right personal experiences of Vander Callabero. He lived
this abusive and destructive life and Papo & Yo was his way of
documenting and communicating his experiences which is incredibly special in a
video game.
The few elements seen in game which obviously relate to the darker nature of what Papo and Yo is really about still don’t overly suggest or inform the player to the meanings of the sub text. Callabero has left this down to clever direction of cut scenes which inadvertadly inform the play about the genuine story behind Papo & Yo. Having said this, if the player didn’t previously gain knowledge of the deeper meaning behind Papo & Yo they may just view these cut scenes as quirky additives to the game. This is something I myself did, whilst I had suspicions that Monster was a parental figure based on the title name “Papo” I never truly understood the story behind the game until I read about it post completion.
I’m a 22 year old games design student with an open
mind and I didn’t immediately understand the connotations of the game or read
its back-story so how would a child merely aged 10?
This I am unsure of. That’s not to say that I don’t completely agree with games
being used as medium to communicate
subject matter such as that of which Papo & Yo tries to tackle.
Once I knew the back-story the game made more sense to me and
metaphors were popping out everywhere, even during play.
Of course, lets not get side tracked.
The points I am trying to put across and research are how games can be used as
mediums to communicate serious ideas and narratives through play. This is why Papo & Yo is perfect. One
thing I would like to cover, which relates back to the brief and how audiences
receive the game via marketing, is how the game was advertised. I don’t ever
recall Papo & Yo being advertised as
a game expressing the emotions, story and perspective of a man who grew up with
an alcoholic abusive Father. I recall Papo & Yo being advertised as
a quirky platform adventure game with unique visuals and gameplay. Infact, if you see this
advert, the trailer makes the game look child friendly.
In this trailer Monster is even referred to as Quico’s “best friend”. Which
is fine, there’s no real reason why you wouldn’t assume they are friends (other
than when Monster eats bad fruit or frogs but I will get to that later) but
what is really interesting is the way in which the trailer is presented.
The first half of the trailer is
advertised and presented in an incredibly child friendly way. Using cute quirky
cartoon animations to communicate the what the game is about. And it really
does. Using metaphors, this adorable, child friendly animated short depicts
that this young boys “best friend”, which is often the way a Father Son
relationship is described, is tainted when Quico’s favorite toy, Lula,
acknowledges the fact that it doesn’t like or trust Monster. This plays on the
fact that children often befriend their toys when they are young, suggesting
that the real sub text, the emotional documentation of Callabero’s childhood saw
him take refuge in a toy, a personal safety blanket which has become manifested
in the game as a friend.
The trailer is almost “making
light” of addiction in an almost comical fashion. Monster becomes
angry because he is addicted to…frogs? Yes, frogs. In game, if Monster gets a
hold of a frog (or bad fruit) he will consume it. This is a direct metaphor for
the addiction Monster/Father has to substances like alcohol and how,
when consumed, he transforms into Quico’s “deadly enemy” whom
he must “survive” and “cure”.
Using the words deadly, enemy, survive
and cure in what is seemingly a child friendly trailer has some very serious
connotations. The trailer suggests that Quico must simply “cure”
his Father of the alcoholism and abusive behaviour; as if it’s as simple
as completing the game through play.
These terms really do reinforce the serious nature of the real story
behind the game.
The Escapist and Papo
& Yo
The >> Escapist article << reviewing Papo & Yo written by Susan
Arendt contains some helpful quotes when trying to understand how uncomfortable
Papo & Yo truly is when we
consider the real story behind it and what it is trying to communicate.
“The world of Papo & Yo isn't comfortable,
but within it lies a reality that we don't often see in games. As a game, it
stands up as a whimsically creative puzzler, but its impact goes beyond its
strict entertainment value.”
Arendt is saying that,
whilst some of the puzzles cause you to feel uncomfortable in terms of solving
them, it is actually the theme behind it that should impact you more. She says
that this goes deeper than sheer entertainment which is exactly how I am
approaching this project; can games go further and communicate realistic ideas
and narrative through play. Papo & Yo certainly does.
“Monster is an oddly bland
companion. He can activate special switches when you lead him to the right
spot, and if he's snoozing you can jump on his belly to reach high ledges, but
mostly he just lumbers around looking for coconuts. He's the entire point of
your mission, but he's just sort of there in the background while you do all
the work.”
I think this point is really
interesting because it relates back to Terrell and how games use metaphors to
communicate their ideals and narrative. Arednt is saying that
Monster is fairly useless as far as companions go and that he is unable to do
most basic tasks for Quico to help progress through the game.
This could be a metaphor for how the
alcoholism and addictive behaviour affected the Father figure and that he would
often be left useless or unhelpful when drinking; to the point that even
mundane tasks would be a chore.
“Even if you ignore the
subtext it's clearly referencing, it's hard to watch a child screaming in pain
as Monster flings him across the screen.”
Lack of help also insinuates that in
real life, the Father was neglectful and ignorant of the Sons feelings and
refusal to help would often lead to abusive or more alcohol. These are just
observations of possible metaphors.
“Even with its difficult
subject matter and occasionally malicious controls, Papo & Yo still manages to be
endearing. It's wonderful to spend time with a kid in a game that actually acts
like a kid - no emo whining, no amnesia, and no
overwhelming destiny. Just his favourite toy, his neighbourhood, and his imagination.
The game is a testament to a child's ability to weather the darkness of the
real world, but its subject matter may resonate a bit too strongly for some
players.”
Arednt’s conclusion is
incredibly relevant when remembering that this game is suitable or children,
the sub text isn't thrown in the audiences face and therefore, when it is
stripped back, you do just get the joy of feeling like a child exploring an
imaginative world with your slightly odd companion monster. The sub text is
metaphoric and communicated through play; which is the point I am trying to
make.
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