As a fan of simulation games and nostalgic for certain MS-DOS titles, it is natural that I was curious to try Papers, please, the famous indie by Lucas Pope, which I wanted to sink my teeth into from the moment I learned of its existence.
At first glance, the game's premise is pretty simple. We are a customs inspector from an imaginary country with an almost unpronounceable name: Arstotzka. Our task, therefore, is deceptively simple. We must compare each and every one of the documents that travelers who intend to cross the border present to us in search of irregularities. This routine and mechanical process must be repeated every work day for an entire month. All in all, the game offers us different variants and incentives so that not only do we not get tired of it, but it is even very possible that we will want to play it again more than once.
This is due to the dynamic nature of the story. At the beginning of each work day, the cover of a newspaper It will introduce us to the context of the action and the news that emerges in the plot. Thus, the story begins with a timid opening of the common border with its neighboring country, Kolechia, after a bloody six-year war between both nations (the border post, in fact, divides the city of Grestin into two halves, one eastern and one western for Arstotzka and Kolechia respectively). After a first pilot experience in which we only have to accept the entry of astotzko citizens, from the second day all other citizens will be admitted provided that their passports They are in order. Unfortunately for us, various events will cause them to leave gradually tightening security measures, such as attacks by kolechio terrorists, the infiltration of smugglers and fugitives from justice or the spread of an epidemic.
![[Playing…] Papers, please](https://combogamer.com/wp-content/uploads/2018/05/Papers-Please-nuevos-papeles.jpg)
All of the above only means one thing: more work for us. Every time there will be new papers that the traveler must present, such as the entry permit, identity card, work permit and vaccination certificate, not to mention that we will have to be aware in case his face is among the portraits of the most wanted criminals. Anything can not add up. It can be the name, gender, photograph, passport number, or even the absence of one of the required papers. We must also take note of the weight, the reason for the visit, the length of stay or the stamp of the documents, which may be falsified.
In the event of any irregularity, we can ask the traveler to confirm that the data is the product of a mistake, ask fingerprints to confirm your identity or make a scanner to make sure you are not carrying weapons or contraband or to check your gender. If these discrepancies are confirmed, we must reject the entry by printing the seal corresponding in the passport or even order the detention of the individual if it is particularly serious. All of this is resolved with the click of a mouse, although later we can unlock keyboard shortcuts.
![[Playing…] Papers, please](https://combogamer.com/wp-content/uploads/2018/05/Papers-please-tarjeta-1024x640.jpg)
One of the great achievements of this game is to make us feel the most absolute job insecurity of the customs inspector whose skin we must get into. All this work must be done at a good pace, since The salary depends on the number of travelers dispatched, but being careful not to accept or reject wrongly (At the third sanction they subtract money from the salary). At stake is being able to face the daily expenses such as rent for the apartment, food, heating or medicine in the event that a member of the family falls ill, which could lead to die if we can't afford them (Arstotzka is quite capitalist in that sense).
![[Playing…] Papers, please](https://combogamer.com/wp-content/uploads/2018/05/Papers-please-muertes-1024x640.jpg)
What gives a little life to so much routine after routine are certain events which may even involve moral dilemmas, such as turn a blind eye and allow entry to certain characters, whether due to true needs of force majeure, minor business or due to the boss's demands. Sometimes we will receive rewards en forma de medalla o de dinero en metálico. También puede darse el caso de que debamos desactivar una bomba o, incluso ejercer de francotirador para liquidar a algún terrorista que quiera colarse para asesinar a los guardias y destruir la frontera.
![[Playing…] Papers, please](https://combogamer.com/wp-content/uploads/2018/05/Papers-please-soborno-1024x640.jpg)
Pero las decisiones de mayor calado tienen que ver con EZIC, una sociedad secreta que aspira a derrocar al gobierno actual e instaurar un nuevo orden. Las decisiones en cada una de las misiones harán que el cronograma donde se guarda la partida sufra una nueva ramificación, llegando a tener hasta cuatro con su propio final alternativo (aunque en dos de ellas el desenlace es el mismo, por lo que al final los más interesantes son a los que se llega por obedecer todas las órdenes de EZIC o por rechazarlas en su totalidad. Además, hay veinte finales si contamos los distintos errores que vayamos comentiendo). Es esto, en última instancia, lo que motiva la rejugabilidad. Al menos la del modo historia.
![[Playing…] Papers, please](https://combogamer.com/wp-content/uploads/2018/05/Papers-please-EZIC-1024x640.jpg)
Tras acabarla, se nos abrirá el modo eterno, que a su vez ofrece tres posibilidades: contrarreloj, perfección y resistencia. En el primero debemos atender a tantos viajeros como nos sea posible dentro de un plazo de diez minutos. En el segundo, basta un solo error para perder la partida. Por su parte, en el tercero los errores restan puntuación, llegando al fin de la partida cuando se alcanzan números negativos.
![[Playing…] Papers, please](https://combogamer.com/wp-content/uploads/2018/05/Papers-please-modos-de-juego-1024x640.jpg)
En conjunto, Papers, please me pareció un juego muy entretenido. Su mecánica, aunque repetitiva, puede llegar a ser adictiva, y fomenta que nuestra mente preste atención en los detalles. Además, esas múltiples variantes hacen que las partidas sean ligeramente diferentes según la opción que sigamos. La guinda de todo esto la constituyen esos gráficos de aspecto retro que tanto recuerdan a los viejos juegos de MS-DOS y otras plataformas, cuyos colores apagados y opacos realzan el ambiente deprimente y opresivo donde se desarrolla la acción. También lo es esa música de sonidos metálicos y de ritmo pausado y marcado que suena en el menú y en los interludios, y que encaja tan bien con la actividad rutinaria y cuadriculada del personaje.
Eso sí, si tuviera que ponerle una pega es la curva de dificultad. Aunque es ascendente en cuanto al número de papeles que manejamos, se va relajando en lo que se refiere a la presión asfixiante que sentimos al principio del juego. En parte, quizás se deba a la soltura que vamos ganando a base de pura práctica, pero también gracias a los sobornos y a las bonificaciones que nos proporcionan un importante colchón. Eso hace que sea más fácil relajarse hasta cierto punto en lo que concierne a las necesidades vitales, si bien para algunos de los extras todavía tengamos que ponernos un poco las pilas.

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