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Capitalism Is Even Scarier Than Usual In This New Horror Game

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A quick search online can provide countless horror stories about working in an Amazon warehouse: Conditions are frequently cited as being unsafe; many workers report feeling burned out, and creepy surveillance schemes keep everyone producing like human assembly-line robots. In short, it’s a bad time. But as horrific as it seems, in Order 13, working in an Amazon-style warehouse is the basis for a more traditional horror story.

Order 13 is just one of a few recent horror games using real-world labor issues as a backdrop for its scares. Lethal Company satirically shreds the practice of ever-rising expectations to the point where they become cold, unreachable goals that result in the long-lasting layoff known as death. 7 Minutes in Hell paints a dark picture of greed and getting yours at the expense of others–or even your own best interest–all wrapped up in a Supermarket Sweep-meets-Lovecraft framework.

Similarly, Order 13 drops you into a massive Amazon-style warehouse in which the quota for productivity is perpetually pointing upward, even as something inhuman seems to be skittering around the dark corridors.

Don’t look now, but I think Bezos is lurking in the hallway.

The interesting wrinkle to Order 13 is how it doesn’t just use the setting as a backdrop for the monster lurking in its shadows. It actually includes sim gameplay mechanics, forcing you to not just evade a beast hunting you and your (customizable) cat, but to work your shift for the Jolly Box Company while you do.

On my first day on the job, I had to learn how to print an order, track down the inventory in a massive, darkened warehouse, then box it, fill it with packing peanuts, tape it up, label it, and ship it off. If I did these things very well, I’d maximize my money and make hitting quota easier. If I screwed up–my first order lacked the approved portion of packing peanuts, for example–my earnings would suffer.

Like in Lethal Company, the money I made didn’t only help me achieve my quota and finish the work day. I could also spend my money on upgrades, including a flashlight, which is extremely helpful, given how dark the shipping warehouse is. Yet any money I spent hurt my bottom line and made my quota more difficult to reach, too, so I really needed to consider how willing I was to make my job harder on myself just so I could have a job (and my life) at all.

Whatever upgrades I unlocked, the increasing quota and the lurking monster meant I always had to work fast and efficiently. There wasn’t a second to spare. If the game offered mechanics around bathroom breaks, no doubt I wouldn’t be able to take them. The metaphor isn’t subtle, but it’s effective and enjoyable anyway.

I also appreciate how the safe haven of the packing office is, itself, a minor nightmare. The monster can’t reach you there, but that doesn’t mean it’s exactly welcoming. There’s a bed in the small room where I’d prepare and ship off boxes, and each in-game day ended with me sleeping there, beneath the supposedly friendly grin of the company mascot.

It's not so much a home office as it is an office where you've also had to make your home.
It’s not so much a home office as it is an office where you’ve also had to make your home.

Is this an exaggerated take on poor work-life balance? Probably. As bad as Amazon and similar jobs seem to be, I don’t think hourly warehouse workers are sleeping at their work site, but given the reported stress and harm such a job brings with it, plenty of them are emotionally bringing their work home with them, too.

This creates an interesting gameplay loop: Seek out the necessary inventory in a dark, labyrinthine warehouse home to some sort of creature, then race back (with very limited stamina, mind you) to the warm glow of my office, which doubles as a diorama of capitalist hellscapes where I can work relentlessly for most hours of the day before sleeping briefly in a lumpy bed tucked into a corner of my workspace.

I guess that’s the point of Order 13. The monster is real, and you can die, but like those real-life workers know too well, simply getting by each day, doing just enough to make it to tomorrow but never enough to propel yourself out of a bad situation–haunted warehouse or not–is a scary story in itself.

Order 13 is out now on Steam.



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