First, let me apologize for that title. I imagine it was used for 50% of the reviews and blogs that were written about this game, so I should definitely have come up with something more original. However, after 3AM hits and you’re ridiculously tired, it’s much easier to just throw a generic title up and move on to the actual blog. I beg your forgiveness for my lack of a good title!
Now then, about Contact. To call this game quirky or weird would be putting it lightly; it is easily one of the most bizarre games I have ever played in my life (and I’ve played some strange ones). It’s considered an RPG, and with the stats, leveling, and grinding it could definitely be put into that category, but oh my goodness is this game ever hard to put a label on.
For example, in order to heal, you have Terry (the game’s main character… other than you, of course) take warm baths, which your sidekick/helper/advice-giver/ship pilot Professor prepares for you now and then (unless you’ve found said baths in a cave somewhere). When not having an old man draw you a relaxing bath, you’ll be busy running through Akihabara-esque stores where you fight angry fridges and vacuums (that drop classic videogames when you kill them), wearing a bikini girl’s old clothes so you can cast unique spells, and watching little blue gobs of goo go around killing sheep. Or grown men running around pretending to be airplanes. Or helping a chef who likes to be naked. Or…
Oh, never mind. You get the point: the game is odd.

It’s not all about being ridiculously odd, though. There’s also a good bit of commentary here regarding fate, as well as the level of control we have in videogames — and what sort of repercussions videogame characters face because of our actions. Like when you carelessly let your characters come to harm because, hey, it’s just a game, right? Maybe not, according to Contact. Maybe these little pieces of data are more than that. Maybe they live on when we shut our systems off, and maybe they’re a bit more real than we give them credit for. Hell, I know Terry, the Professor, and everyone else in this game have had more influence on the world than I have, most likely. Maybe that makes them real enough. Or at least important.
The fate part, well, it’s about you and Terry. You play as you in this game. Yes, literally, you, the one sitting there reading this. You speak with the Professor and help Terry along… maybe even forcing him to do things he wouldn’t otherwise do (you jerk). You have a lot of control in this game, while Terry has pretty much none. It’s a little creepy and disturbing at times, actually, and makes you care a bit more about what happens to the little guy. Or, it might make you think about how many people have control over you, the types of people who push you around or walk all over you. In real life, you just might be Terry. And if not your friends or other people in your life, maybe there’s some invisible hand guiding us all. Maybe we’re all just, in the eyes of that person/thing attached to that invisible hand, just pointless bits of data. Or maybe not. Kinda neat to think about though.
So, yeah, this game breaks the 4th wall. Actually, it’s more like it takes a bulldozer to it, then gives you acid. Or something.
Also, like BioShock, it brings to mind the little power gamers actually have in choosing their path in games. Even if we’re given several of them to walk down, we’re still given them; choices they may be, but they’re choices that we’ve been allowed to make by programmers, artists, and development teams. There’s no real choices in videogames, no real control — just the illusion of it. Unless you have a Game Shark. Then you’re pretty much the next Neo.

If you’ve ever seen screenshots of this game (like the one above, conveniently sneaking into this post to show you what the game looks like, the helpful little bugger), you’ll notice the top screen looks far different than the bottom. The Professor, seen on the top screen with his loyal (and butt-kicking) animal friend Mochi, looks like an old PC or NES game. The bottom screen is much more lush, colorful, and, if I can even use the term with the game’s art style, realistic. It not only looks cool, but it’s a nice little representation of the game’s 4th wall breaking weirdness, given that you, the professor, and Terry are all from different places. Highly unlikely you’d all look alike, eh? Though I’d love to visit the Professor sometime; I love pirate ships.
Contact plays like an active-battle RPG, where you’re running around and fighting enemies without screen swirls and turn-based stuff to slow you down, but it’s also like Diablo and Torchlight in that you control Terry with the stylus, guiding him by tapping objects, people, or enemies on the screen. Point and click, kill and loot. You can also pause the game and eat some food you’ve cooked or fish you’ve caught. Careful not to let Terry’s stomach get too full though, or you won’t be able to eat (and thus won’t be able to heal). Yes, you have limited stomach room. Can’t go eating all you want without a stomach ache, now.
So, yeah, this game is strange. Really strange. I can’t really think of anything it does that’d be called standard RPG stuff. Even the familiar aspects here have some sort of new spin, like how you eat, or change your class (which is done by dressing in costumes). Oh, and the story is a bit odd. It doesn’t make much sense most of the time, but eventually, after letting it stir around in your brain for a little, a few things will sink in and make you think a bit. Or maybe just make you want to take a nice, warm bath. Regardless, it’s fun and quirky and interesting, so play it if that floats your boat and/or pirate ship from another world.