I'm of the mind that game controllers are rife with untapped potential to an almost comical degree; even our two-analogue + two-shoulder-triggers (etc.) standard exemplified across every major system for the past couple of decades has plenty of wriggle room to prove themselves as fructuous user interfaces, as platforms for expression and experimentation. How often are games elevated by you using an input and receiving a response you didn't quite expect, when a title is brave enough to break out of muscle-memory-worn tradition? Why are we always using the right analogue stick for the camera when God Hand demonstrated that it could be used as an omnidirectional dodge? Bumpers piss me off too, it always feels like the part games fall back on when they run out of face buttons.

Aperture Desk Job is a hardware showcase for the Steam Deck, placing the player behind a desk filled with buttons and knobs that represent an abstracted control pad, more specifically the Steam Deck button layout. but I'm honestly not sure what it's so proud of, what it's even flaunting. When all comes down to it, the game seems satisfied to give you another simulation where the left stick "moves" the player, you ready a reticle with the left trigger, and shoot with the right. It even demonstrates with a quippy section that deviations from this, let's face it, trite format are nothing more than "overengineered" amalgams begging for failure. I honestly am a little disappointed in Valve for this. While I definitely think the Steam Deck is one of the best pieces of handheld gaming hardware on the market, it doesn't do anything for interactivity the Switch doesn't do - the WiiU gamepad didn't do. Hell, the fucking Nvidia Shield.

Which, I wanna stress, is fine. I love the Steam Deck lol, it's a relatively uncomplicated means to play my Steam library "on the go" (bed), I love the freedom and the ergonomics of the pad itself are wildly comfortable. It serves its purpose just fine - it's just why I'm a little confused by... this? It does nothing, and despite reprising a fan-favourite role, it also says nothing. I wasn't even necessarily expecting Valve's take on Astro's Playroom, I simply had hoped that their generally forward-thinking design ethos would unravel a hidden truth or two, especially since they had the confidence to release this on regular PCs as well.
Oh well, it's nice to hear little motifs from the Portal 2 soundtrack again, gave me the tingles.

Reviewed on Mar 02, 2022


1 Comment


2 years ago

Glad to know that I'm not the only one who lies about lamenting how truly unique and creative control layouts and functions could be if developers were more willing to push themselves outside of the industry standard 'comfort zones' (also that the Deck is good, jealous you got one!)... The problem with Valve coming back from limbo to develop games is that they realistically can't keep putting out non stop bangers, but it's hard not to be disheartened seeing how mild the fanfare of this is. I guess every handheld circa DS needs a gimmicky piece of fluff to attract developers/blow the minds of small children?