Game review
We Become What We Behold
8 / 10
- Developer
- Nicky Case
- Publisher
- Nicky Case
- Released
- 1 January 2016
- Platforms
- desktop
- Genre
- narrative
- Monetisation
- free
- Players
- false
The short version
A short, sharp, genuinely original piece of interactive commentary on media and mob behaviour - point a camera, take photos, and watch your choices literally reshape the crowd's beliefs and eventually the world around them. Mouse-only by design, correctly labelled desktop-only, and confirmed working end to end after rebuilding the shipped copy from itch's actual CDN files rather than the (broken) GitHub source.
Biggest strengths
- A genuinely original, widely acclaimed concept - a camera-and-photography mechanic where WHO you choose to photograph and publish literally reshapes the on-screen population's beliefs and behaviour over the course of the game
- Core photo mechanic confirmed working correctly end to end - a real mouse move tracked the camera viewfinder onto a specific character, a real mousedown triggered the flash animation, froze a captured photo inside the viewfinder frame, and visibly changed the scene's lighting, all confirmed via screenshots at each step
- Distinctive, effective minimalist hand-drawn art style with meaningful visual feedback (lighting/exposure shifts) tied directly to player choices, not just decoration
Biggest weaknesses
- The linked GitHub repository does NOT match what's actually live-published - cloning and serving it directly throws a real, verifiable ReferenceError (textStrings is not defined) part-way through boot, so this build was reconstructed by hand from itch's actual CDN-hosted files (the real shipped game) instead
- The as-found live build was missing one asset (a font file, Poppins-Medium.ttf) that 404'd on load; fetched and added before shipping
- A very short experience (developer-stated ~5 minute playtime) - it's a tight, focused narrative piece rather than a game with long-term replay value
Who it's for: Anyone who wants a five-minute, thought-provoking game about news, virality, and mob psychology rather than a traditional arcade session - not a phone game, and not trying to be one.
Our recommendation: play
8 / 10
Opening
We Become What We Behold is a short, well-known browser game by Nicky Case: you play a newspaper photographer in a crowd of wandering stick-figure "peeps," and the photos you choose to take and publish don't just record the world - they reshape it, as the population reacts to what gets attention. It's a compact, pointed piece of commentary on virality and mob psychology, not a traditional arcade game.
A source mismatch, worked around
The linked GitHub repository looks like it should be the game, but serving it directly throws a real ReferenceError: textStrings is not defined partway through boot - it's mid-refactor for translator support and doesn't match what's actually live on itch. Rather than ship that broken copy, the actual live English build was fetched file-by-file from itch's own CDN (the real shipped game), reconstructed locally, and verified to serve cleanly. One genuinely missing asset turned up in the process - a font file that 404'd on load - and was added before this build went live. A third-party itch.io embed script (meant only for itch's own page-embed context) was also removed since it serves no purpose and isn't appropriate for a self-hosted copy.
The mechanic, confirmed for real
The core interaction is deliberately simple and entirely mouse-driven: move the mouse to aim a camera viewfinder over the crowd, click to take a photo. This was tested directly rather than assumed - a real mouse move tracked the viewfinder precisely onto a specific character in the crowd, and a real mousedown click triggered the camera's flash animation and froze a captured photo inside the viewfinder frame, with the wider scene's lighting visibly shifting as a direct result. That's the whole game's engine in miniature: what you choose to look at changes what you get.
Desktop-only, and correctly labelled as such
This game has no touch input anywhere in its code - aiming and shooting are both handled purely through mousemove/mousedown. That's fine: it's shipped here under the shelf's newer desktop-only tier rather than being forced into a touch mould it was never designed for, so a phone visitor won't be steered toward a game they can't actually play.
Final Verdict
A short, smart, and genuinely original game that earns its reputation - the core mechanic works exactly as intended, confirmed by directly testing it rather than taking the source at its word, and the free-culture licensing is as generous as it gets. Worth the five minutes on a real computer.
Pros and cons
Pros
- A genuinely original, widely acclaimed concept - a camera-and-photography mechanic where WHO you choose to photograph and publish literally reshapes the on-screen population's beliefs and behaviour over the course of the game
- Core photo mechanic confirmed working correctly end to end - a real mouse move tracked the camera viewfinder onto a specific character, a real mousedown triggered the flash animation, froze a captured photo inside the viewfinder frame, and visibly changed the scene's lighting, all confirmed via screenshots at each step
- Distinctive, effective minimalist hand-drawn art style with meaningful visual feedback (lighting/exposure shifts) tied directly to player choices, not just decoration
- Genuinely free-culture licensing - the developer's own README states all code and art are released under CC0 (public domain), with third-party libraries and individual sound credits clearly listed
- Correctly and honestly labelled desktop-only rather than pretending to support touch it was never built for
Cons
- The linked GitHub repository does NOT match what's actually live-published - cloning and serving it directly throws a real, verifiable ReferenceError (textStrings is not defined) part-way through boot, so this build was reconstructed by hand from itch's actual CDN-hosted files (the real shipped game) instead
- The as-found live build was missing one asset (a font file, Poppins-Medium.ttf) that 404'd on load; fetched and added before shipping
- A very short experience (developer-stated ~5 minute playtime) - it's a tight, focused narrative piece rather than a game with long-term replay value
- Desktop and mouse only by design - correctly reflected in this listing's platform tag, but worth knowing before clicking in from a phone