Little Red Lie is a miserable story. Set in present-day Toronto, it’s a game about, above all else, needing money. A familiar problem and one whose portrayal feels, often, like it needs dramatization to hit home for those fortunate enough not to understand its enormity, Will O’Neill’s latest is concerned with exploring the depths of a modern economic culture that grinds so many down while senselessly elevating others.
Will O’Neill’s Actual Sunlight is a dark, troubling, and fascinating game. Through its focus on disenchanted 30-something protagonist Evan Winter, O’Neill’s work chronicles a dramatic descent into utter hopelessness that manages to communicate the deeply personal experience of depression to a wider audience. It’s a strange game, one that paints a grim picture of the intersection of modern capitalism and mental health without coming off as overwrought or pandering. Playing it left me with a lot of thoughts on Actual Sunlight‘s story, its treatment of depression, and what its release means for the–if you’ll excuse the grand terminology–future of videogames.
After finishing the game I talked with Patrick Lindsey, co-creator of Depression Quest and Pixels or Death head honcho, to compare notes on the experience and to hear what a developer behind one interactive take on mental illness thought about another.