Tacoma tries to tell a tale in a unique way, but does not quite achieve its vision. The disconnect between the player and the characters, along with the short length, make it a hard sell for fans of walking simulators.
Tacoma introduces a solid roster of characters into a brilliantly realised way of viewing and interacting with a story, but wastes both on a narrative that is unfortunately fairly dull. And because this is an interactive narrative experience, Tacoma doesn’t really have anything else to fall back on. It’s an okay time that introduces a great new mechanic that I want to see more from in the future, but the experience itself sadly falls short.
As a whole, Tacoma is a mediocre experience. it could be a successful VR game, but it cannot repeat the unalloyed experience of Gone Home.
Review in Persian | Read full review
Tacoma puts forth a well-crafted and fleshed out world with a narrative that can't pull its weight.
Tacoma's top-notch story and presentation are arranged into an inappropriate structure that will dull the experience, even for fans of exploration games.
Tacoma is worth the time I spent with it, even if it isn't the same holy-crap-what-did-I-just-play experience provided by Gone Home.
As you step aboard the lunar station Tacoma, magnetic boots thunking to the metallic floor, you would be forgiven for a sense of deja vu.
Tacoma, the second game from Gone Home studio Fullbright, presents an intriguing narrative that is bogged down by some glaring technical issues
Tacoma lays the foundation for a truly great story, but a short length and some unexplored ideas leave it feeling lacking.
A disappointing follow-up to Gone Home that tells a less interesting and less focused tale, while failing to advance the art of interactive storytelling.
I did enjoy Tacoma, it was a compelling story though short and I felt as though it had the potential to be expanded upon.
Exploring and learning about Tacoma's world and the crew is a lot of fun. I was always interested to learn more; to turn over every object in someone's room, to pilfer someone locker, to judge their book collection. This is the heart of Tacoma. Fullbright succeeds in what it did so well in Gone Home again, with some fantastic writing and environmental storytelling.
Tacoma is a niche game for fans of calm, more grounded sci-fi stories. If you are not one of them, don't count on any thrills whatsoever.
Review in Polish | Read full review
Fullbright has crafted an impressive yet ultimately unfulfilling narrative adventure in Tacoma. Its characters and setting are some of the best in the medium in terms of dialogue and atmosphere, but the overarching plot is far too weak to hold them altogether. That being said, exploring the lonely space station is a journey I don't regret taking.
Tacoma is a rightful heir to Gone Home. Exploration of the station, with the possibility to learn about the crew through holographic projections, makes us feel we are in a very lively place and the main story, that wants us to think about capitalism and I.A.'s future is captivating, even thought the experience is quite short.
Review in French | Read full review
Tacoma is a master class in the art of giving you the tools to experience a fascinating place through others' eyes.
Tacoma has some great characterisation and is a very different breed of science fiction, but my enjoyment was sapped by one key mistake in how the story was told. It also has issues with loading and can be somewhat bland to look at, but looking around you, the environmental storytelling is top-notch. By the end, I'd become invested in these characters, but not necessarily their plight.
It's rare to see game worlds as intricately detailed as the one in the space station of Tacoma. Even with its mostly lackluster characters and a story that never quite sinks its hooks into you, it's a spacecation you'll want to make time for. Hell, in what other game can I set up and play a game of billiards by myself as panicked digital ghosts worry about their livelihood? None, really.
Tacoma tells a story that is made compelling by a well-written and -acted cast of characters, but it's just short of being truly satisfying.
I continue to think of Tacoma as a story first, but it's more than that, clearly: It's an interactive experience, and that plays for and against it. The story is built out of the playback mechanic, which gives birth to the subtler suggestions of what's really going on with this station. But the playback system means there's a lot of talking to listen to, and a lot of wireframes to stare at. For a game about an abandoned space station, Tacoma gave me plenty of company. But the moments where I had to reckon with being alone in space were the ones that stuck with me.