In the game Papers, Please, the presence of EZIC (also referred to as “The Order”) introduces a layer of complexity to the narrative, allowing players to engage with the themes of rebellion and moral ambiguity within a totalitarian regime. As a secret revolutionary organization, EZIC provides the player, acting as a border inspector, with alternative choices that significantly affect the progression and conclusion of the game.
Starting around Day 8, EZIC begins reaching out to the player through various operatives who present covert missions. These tasks often involve bypassing the established protocols of the Arstotzkan government, such as allowing individuals to cross the border without proper documentation or performing actions that sabotage the regime. Successfully completing a substantial number of these missions (at least four out of five) sets the stage for a dramatic climax on Day 31, where an assault led by EZIC targets the border checkpoint. Should the player choose to support this uprising, it leads to Ending 19, characterized by a peaceful seizure of power and the destruction of the border wall.
The implications of cooperating with EZIC extend beyond merely completing tasks; they weave into the larger narrative arc and affect the political landscape of Arstotzka. Decisions made in relation to EZIC can cultivate trust, increase susceptibility to bribes, and ultimately influence the fate of the government and the player’s character. Opting to align with EZIC introduces a morally complex element to gameplay, placing players in a position where they must weigh their choices against the oppressive regime they are a part of. This resistance can lead to varied outcomes based on the level of cooperation, creating a branching narrative that reflects the nuances of survival under tyranny.
Conversely, a player may choose to ignore EZIC’s calls to action entirely, reinforcing allegiance to the Arstotzkan government. This path leads to the development of outcomes such as Ending 20, where failure to assist in EZIC’s missions results in a different series of consequences, often fraught with peril for the inspector.
In essence, EZIC serves as a pivotal narrative device in Papers, Please, offering players a choice between complicity with a repressive regime or engagement in a secretive form of resistance. This dynamic enriches the gameplay experience, introducing moral dilemmas that challenge the player’s values and engender a deeper connection to the narrative, ultimately shaping not just the gameplay experience but also the political fate of Arstotzka within the story. Through this lens, EZIC exemplifies the game’s exploration of rebellion, survival, and the complexities inherent in defying authority.

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