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“Well, we know you liked that Superman movie…” Way back in the mid-1990s, when most videogame consoles needed additional hardware in order to support four players simultaneously, some of the sharper corners of Edge’s trickier deadlines were smoothed off with a round or two of International Track & Field. Konami’s PS1 sports sim was hardly the most in-depth multiplayer pursuit of its day, but that simplicity was fundamental to its appeal: anyone, from junior designer to wizened sub editor, could pick it up and get involved. We’ve never really found another sports game that stands up to that original IT&F experience, and were looking forward to being regaled with what would surely be equally fond memories from its director, Keiichiro Toyama, in this issue’s Collected Works (p78). So we were a bit disappointed to discover that his passion doesn’t quite match up to our own – but then perhaps that is inevitable given that his career also includes Silent Hill, a game that will always demand more attention in the grand scheme of things. Inevitably, it got us thinking about subjectivity – that in certain cases the circumstances of how we experience a game matter just as much as the amount of entertainment value it may provide on a professional critic’s scale of one to ten. We’ve lost count of the stories we’ve heard from people who grew up as children in the cartridge era and couldn’t afford to buy games themselves, relying instead on birthdays and Christmas. In such circumstances, isn’t it possible to imagine young Jimmy even wringing a few piddly drops of fun out of a game such as Superman 64, simply because he wasn’t sure where the next morsel was coming from? Nowadays, of course, children can choose from an abundance of highquality games that can be played for free, on every available platform. It’s a model that famously underpins China’s videogame industry, fostering the biggest playerbase on Earth, and it may yet apply to this issue’s cover game, whose approach is apparently undecided right now. The scale of its ambition, however, couldn’t be more clear, as we discover on p52. Exclusive subscriber edition 3
games Hype Play 32 Life By You 100 Alan Wake 2 36 Thank Goodness You’re Here! 104 Call Of Duty: Modern Warfare III 40 Homeworld 3 108 The Invincible PC PC, PS5, Switch PC PC, PS5, Xbox Series PC, PS4, PS5, Xbox One, Xbox Series PC, PS5, Xbox Series 42 Glassbreakers: 110 A Highland Song Champions Of Moss PC, Switch 36 PCVR, Quest 44 Pepper Grinder PC, Switch 44 Indika PC 46 Hype roundup 112 The Talos Principle 2 PC, PS5, Xbox Series 114 Like A Dragon Gaiden: The Man Who Erased His Name PC, PS4, PS5, Xbox One, Xbox Series 116 Persona 5: Tactica PC, PS4, PS5, Switch, Xbox One, Xbox Series 118 Last Train Home PC 120 SteamWorld Build PC, PS4, PS5, Switch, Xbox One, Xbox Series Explore the iPad edition of Edge for additional content 121 Thirsty Suitors PC, PS4, PS5, Switch, Xbox One, Xbox Series 122 WarioWare: Move It! Switch Follow these links throughout the magazine for more content online 4 123 Gubbins Android, iOS 100
94 sections #392 78 J A NUA RY 2024 Knowledge Dispatches 8 Mixed results 22 Dialogue 12 Generation game 24 Trigger Happy Steven Poole asks in Wonderment: who, exactly, is this Mario fellow? How a cold-blooded attitude has set up Dutch developer Team Reptile for a cyberfunk future 14 Head shots 26 The Outer Limits 124 Time Extend 16 Shoot for the moon Features Does Quest 3 mark a tipping point for mixed-reality videogames? The interactive tale commemorating Windrush’s 75th anniversary Inside artist Larry Achiampong’s videogame-centric exhibition How an altruistic act gave Fable’s co-creator a surprise Steam hit 18 Soundbytes Edge readers share their opinions; one wins an exclusive T-shirt Plague doctors? Fetish masks? Alex Spencer gets a little Punchdrunk 52 Winds Of Change Game commentary in snack-sized mouthfuls, featuring Alanah Pearce Martial arts and magic combine in the lavish Where Winds Meet, a distinctly Chinese open-world game 20 This Month On Edge 68 Womb With A View The things that caught our eye during the production of E392 Hotline Miami artist El Huervo takes us on a psychedelic trip inside cosmic adventure Ultros 86 The Making Of... Why Obsidian’s historical adventure Pentiment is much more than a palimpsest of influences 94 Studio Profile Revisiting 2017’s Prey, perhaps the most uncompromising immersive sim of them all 129 The Long Game The arrival of ArtePiazza’s Super Mario RPG reopens the remake/ remaster debate once more 68 78 Collected Works 52 From Snatcher to Slitterhead via Silent Hill: Keiichiro Toyama talks us through his horrifying career 5
EDITORIAL Tony Mott dual tape deck enthusiast Chris Schilling deputy editor Alex Spencer features editor Miriam McDonald operations editor Warren Brown group art director Milford Coppock managing art editor Ryan Robbins designer CONTRIBUTORS Josh Broadwell, Malindy Hetfeld, Rick Lane, Emmanuel Pajon, Simon Parkin, Andrei Pechalin, Jeremy Peel, Steven Poole, Henry St Leger, Alan Wen SPECIAL THANKS Emily Morganti, Colby Tortorici, David Wilson ADVERTISING Clare Dove UK group commercial director Kevin Stoddart account director (+44 (0)1225 687455 kevin.stoddart@futurenet.com) CONTACT US +44 (0)1225 442244 edge@futurenet.com SUBSCRIPTIONS Web www.magazinesdirect.com Email help@magazinesdirect.com (new subscribers), help@mymagazine.co.uk (renewals/queries) Telephone +44 (0)330 333 1113 CIRCULATION Matthew de Lima circulation manager +44 (0)330 390 3791 PRODUCTION Mark Constance group head of production Stephen Catherall head of production Jo Crosby senior ad production manager Jason Hudson digital editions manager Nola Cokely production manager MANAGEMENT Matt Pierce MD, games and entertainment Tony Mott editorial director, games Dan Dawkins content director, games video and events Warren Brown group art director, games and tech Rodney Dive global head of design Printed in the UK by William Gibbons & Sons on behalf of Future. Distributed by Marketforce, 2nd Floor, 5 Churchill Place, Canary Wharf, London E14 5HU. All contents © 2023 Future Publishing Limited or published under licence. All rights reserved. No part of this magazine may be used, stored, transmitted or reproduced in any way without the prior written permission of the publisher. Future Publishing Limited (company number 2008885) is registered in England and Wales. Registered office: Quay House, The Ambury, Bath BA1 1UA. All information contained in this publication is for information only and is, as far as we are aware, correct at the time of going to press. Future cannot accept any responsibility for errors or inaccuracies in such information. You are advised to contact manufacturers and retailers directly with regard to the price of products/services referred to in this publication. Apps and websites mentioned in this publication are not under our control. We are not responsible for their contents or any other changes or updates to them. This magazine is fully independent and not affiliated in any way with the companies mentioned herein. This month we raise a glass to Nick, one of the finest gentlemen it’s ever been our privilege to know, and send our love to Kate. If you submit material to us, you warrant that you own the material and/or have the necessary rights/permissions to supply the material and you automatically grant Future and its licensees a licence to publish your submission in whole or in part in any/all issues and/or editions of publications, in any format published worldwide and on associated websites, social media channels and associated products. Any material you submit is sent at your own risk and, although every care is taken, neither Future nor its employees, agents, subcontractors or licensees shall be liable for loss or damage. We assume all unsolicited material is for publication unless otherwise stated, and reserve the right to edit, amend, adapt all submissions. Edge is available for licensing and syndication. To find out more, contact us at licensing@futurenet.com or view our available content at www.futurecontenthub.com Want to work for Future? Visit yourfuturejob.futureplc.com Future, Quay House, The Ambury, Bath BA1 1UA United Kingdom +44 (0)1225 442244 6

KNOWLEDGE MIXED REALITY Mixed results Meta Quest 3 gives MR a platform on which to shine – but what can it offer to games? J ohn Carmack has never been one to bite his tongue. Since his resignation from Meta last year, however – accompanied by an internal announcement, leaked to the press, that he “wearied of the fight” – he has had no reason to hold back with his opinions on its strategies. In late September, as his previous employer prepared to ship the first Quest 3 units, with MR (mixed reality) the headline feature, Carmack took to Twitter. “I remain unconvinced that mixed reality applications are any kind of an engine for increasing headset sales,” he wrote. “High-quality passthrough is great, but I just don’t see applications built around integrating rendering with your real-world environment as any kind of a killer app. I consider it [an] interesting and challenging technology looking for a justification.” The Id co-founder capped off the post in the most John Carmack way possible, offering a cash bet to anyone who could prove him wrong. Carmack’s words go through our head as we first place the Quest 3 onto it. The hardware, though, offers a pretty strong counterargument. The passthrough feed from its dual RGB cameras is sufficiently high-fidelity and responsive to make a plausible stand-in for actual reality. Handy for a quick glance at our phone or PC, yes, but it also makes it possible to move to another room – or even another floor – without removing the headset, something we’d never have dared attempt with its predecessor. The hand tracking, meanwhile, feels something like magic. Extending a digit out in front of your face, it’s easy to scroll through app listings as you would with a touchscreen – except that here your finger is resting on thin air, meaning that you have an extra axis of interaction at your 8 HANDS DOWN Making mixed-reality games means grappling with new design questions, such as: what do you do with the player’s hands? After all, while the rendered image appears to be at a distance, it is in fact laid over the camera feed, including whatever’s visible of your own body. Firstperson MR games that overlay hands and arms over the real thing don’t always adhere perfectly, creating a level of dissonance, and it’s even a problem for the diorama approach. Clockstone initially tested 3D models to represent your hands, Hilke explains, but this risked obscuring the objects you’re meant to be interacting with. Instead they’re represented by small points of light, deemed less illusionbreaking – at least, until half a hand pokes out from the side of a Lego set. There’s no best practice yet in place, then, but that’s part of what makes this space exciting. Matthias Hilke, co-founder and project manager, Clockstone Software disposal. Without thinking about it, we instinctively grab at a menu to bring it closer, and it’s quietly thrilling to discover that it simply works. Finer control can be hit or miss, especially when dealing with something that’s not immediately in front of you, requiring some shaky pointing off into the distance. But at its best, this is exactly the kind of naturalistic interaction that has always been core to XR’s promise. At this point, though, we’ve barely left the menus. So, to Carmack’s point: what of the experiences made possible by this technology? VR sessions is not only visible here but a surface upon which a virtual boardgame can be played. By this yardstick, though, many of Quest’s first wave of MR games are, in fact, headset-based AR – a point that’s first brought to our attention by the developer behind one of them. Clockstone’s Lego Bricktales arrives this December, a couple of months after Quest 3’s launch, but it was the very first game shown during the hardware’s unveiling, at Meta Connect back in September. “Quest 3 understands your space, so you can play with the world around you,” Mark Zuckerberg promised on stage. “You can solve Lego puzzles, Quest 3 arrives without a launch or build your own creations on any flat lineup in the traditional sense of the surface in your room.” For phrase. With the exception now, though, that isn’t of Meta’s own First The feed isn’t a flat quite the case, as Encounters (essentially Clockstone co-founder an MR tutorial-cum-tech background but and Lego Bricktales project demo), the small cluster rather a 3D space manager Matthias Hilke of games that accompany explains: “If MR is to be its arrival are all Quest 2 into which these understood as the compatible, as will be the virtual elements interaction of a game case until at least 2024. Fortunately, a number of can be integrated with the real world, then actually, currently, we were games from the existing not really able to implement library have received the one feature that we had in mind, to Quest 3-friendly updates, working snap the diorama onto the table.” together to provide a handy overview of This has long been a stalwart of what MR gaming looks like right now – Meta’s marketing of this concept: the although technically speaking calling it understandable, trailer-friendly fantasy of MR gaming may be misleading. a boardgame or Lego set that can be MR works by taking a live video plonked down on the table without feed and overlaying it with computerrequiring any of the tidying up generated imagery – much like AR, then, afterwards, or shelf space to store it. but with the vital difference that the feed “Meta asked for this early on,” Hilke isn’t treated as a flat background but adds, “but we had to fight more basic rather a 3D space into which these virtual issues.” When those couldn’t be ironed elements can be integrated. A wall, for out before the certification deadline, example, might host a portal to another Clockstone’s hopes shifted to adding it to world, while that coffee table you’re the game with a post-release update. always bumping your shins against in
There might be no game that better represents the promotionalmaterials dream of MR than Demeo, but in practice the execution falls short of the ideal 9
KNOWLEDGE MIXED REALITY REALITY CHEQUES One of the considerations for VR developers has always been the addressable audience, which is, of course, segmented further by MR. However, there are ways of balancing the books. “XR hardware manufacturers may occasionally have grants or other incentives to support devs who are early adopters of new features,” WentworthBell explains. “In early 2023, we did have a conversation with Meta where they helped support us to develop an MR mode and release it as a free update to Espire 2.” It’s a similar story for Bricktales, it seems, where Meta not only provided some degree of funding but is lending Clockstone its QA resources – plus the mighty weight of its marketing division. Michael WentworthBell, founder and VR director, Digital Lode Not that this dampens our experience too much. The diorama approach has always suited VR beautifully – think of peering down into the miniature fantasy world of Moss, or turning your head to follow Astro Bot through Rescue Mission’s platforming sequences. But stripping away everything but the object in front of you really emphasises its scale, which fits the source material beautifully. We lean in close to study the intricate Lego brickwork that makes up its levels and coo appreciatively, as you might at a real display of master-builder prowess. Bricktales represents one of two major schools of MR design here, also on show in the hectic multiplayer arena battles of Bam and in Demeo, a well-established VR take on D&D-style tabletop games that sticks to a stricter definition of MR, its board adhering to any flat surface in front of you. A recent hand-tracking update, meanwhile, lets you manually reposition miniatures and roll dice, which rattle convincingly along the table – and often off its edge, onto the floor below. There are clues, though, as to why Bricktales might not have launched with these features in place. The board’s placement can be distractingly skittish, something that isn’t helped by the gesture controls shifting its location whenever a hand is clenched into a fist. Using your fingertips to grasp such small objects, meanwhile, exposes every tiny inaccuracy of the tracking, leading to frustrating moments when our hand seems to pass through the model we’re trying to pick up, or places it down a square short of the enemy we were intending to engage. There’s much more room for error in the other school of MR design. As with the dioramas, this builds on an established VR template, in the vein of Beat Saber and umpteen virtual reality shooters, where you stand and move around a limited space while poking at your surroundings in some way. This can be with your fists, as in the Punch-Out-like boxing game Knockout League, or with a sword, in Broken Edge, which opens up a rift on a nearby wall to its pastel Moebius-art reality, from which your rival duellist emerges. Or, indeed, with 10 While Espire 2 isn’t much more graphically advanced than its main inspirations – the first couple of Metal Gear Solid and Deus Ex titles – there’s a remarkable lack of dissonance when it is overlaid onto reality a pair of maracas in the case of Samba reimagine your living space as infiltration De Amigo: Party Central. zones. One mission adds a blast shutter While it doesn’t do much to reinvent to a nearby wall that, when opened, Sega’s rhythm-game series, Party Central reveals a snowy base outside with guards does incorporate its MR elements with to snipe; another has us crawling along a certain flair. Video filters alter the the living-room floor in order to duck a appearance of your surroundings, Mission Impossible-style laser grid. inverting their colours or This mode, more than redrawing the outlines of anything else we play, “This was the most highlights one strength MR nearby furniture in thick neon. At one point, the technically difficult has over VR. One of the ceiling of our living room latter’s biggest obstacles is project we have is torn away to reveal a having to work around the giant Mecha-Amigo, its worked on because everyday objects in your head poking into our play space. Espire 2, every person’s space. Then its colossal though, makes a boon of legs begin kicking holes in them, whether by scattering room is unique” the walls and floor. It’s a documents over a table or joyful way of reinventing having you duck behind familiar surroundings, albeit fairly the sofa for cover during a gunfight, shortlived: while all songs can be played having fed the furniture into its procedural in MR, the real showcase is the Multiverse level generation at the outset of every mode, consisting of three stages and mission. If that sounds like a development lasting under 15 minutes. headache, then Michael Wentworth-Bell, This is indicative of most games’ MR founder of Espire 2 developer Digital offerings for Quest 3, which either simply Lode, confirms it. “This was the most replace backgrounds with camera technically difficult project we have passthrough or else offer a limited worked on, primarily because every sideshow to demonstrate what could, single person’s room is unique,” he tells hypothetically, be done with this us. “A player may have a ton of free floor technology. But there are exceptions, space, but their walls are blocked by most notably Espire 2, a Metal Gearshelving units all around. Or they may styled stealth action game that has bolted have bare walls, but much of the floor on a suite of bespoke MR missions that space is taken up by a king-size bed.”
Bam’s hectic multiplayer plays out like a mashup of Gang Beasts, Smash Bros and Quake Arena, with a touch of early PlayStation in its graphic design The technical ambition pays dividends here, but – as with Demeo – also exposes some of the hardware’s limitations. While Meta’s Scene APIs allow developers to treat real 3D space as level geometry, this isn’t entirely an automated process from your perspective as player. You must set up your room manually, drawing out bounding boxes for every piece of furniture. Push aside a sofa for a VR session and you will need to repeat this process; play in a different room and you’ll need to start over entirely, which overwrites the original, since only one room can be stored at a time. Tapping into one of Espire 2’s headline features – multi-room MR to allow missions that let you traverse a base the size of your entire home – requires unlocking the device’s developer mode and taking advantage of various workarounds. As a launchpad for Meta’s MR vision, then, Quest 3 falls a little short. Of course, that’s the nature of any nascent technology: it’s normally the second or third iteration that nails it, provided the dream makes it that far. This will depend on consumer adoption along with Meta’s will to keep pushing MR as a selling point, but also on developers’ continued interest in pursuing it. How do they feel about their position right now? For Clockstone, which dabbled in VR back in the HTC Vive days before deciding “the market was not ready yet, and we would not follow that road any more,” the jury is still out. “There are two parties in the team,” Hilke says. “Some really do not want to do another VR game; others think it would be cool to continue here.” Digital Lode, however, has long been entrenched in the XR space – and as far as Wentworth-Bell is concerned, MR is just another “Wild West frontier” for the studio to explore: “Working on Espire’s MR mode, the process felt invigorating, like VR did ten years ago. Everything was fresh, no rules were established, and nobody knew exactly what’s fun yet – until you try it.” Digital Lode is keen to apply everything it has learned during this process, Wentworth-Bell tells us: “We actually prototyped seven new MR experiences throughout 2023. There are three in particular at various stages of preproduction and prototype phases. It’s been a very tough year for the games industry – with luck, we will develop one of these MR experiences into a full product.” It’s likely to remain a side feature, he acknowledges, since relying exclusively on MR risks condemning developers to a niche of a niche. But Wentworth-Bell clearly believes that there’s room left to be explored here. Perhaps he could be the one to take Carmack up on that wager. n ABOVE CENTRE As much as its predecessors that were born in the arcade, Samba De Amigo: Party Central recalls the days of Sony’s EyeToy and Microsoft’s Kinect. ABOVE Trying to build with mouse or controller was the biggest obstacle to Lego Bricktales’ original release, but motion controls make it a smoother experience 11
KNOWLEDGE WINDRUSH TALES Generation game How UK indie 3-Fold Games is shining an interactive light on the journey of the Windrush generation T the cold and not always welcoming his June marked the 75th anniversary climate but try to make the best of it. of the Empire Windrush docking at Research for the game reached well Tilbury, Essex, bringing with it the first beyond immediate families, though getting post-war migrants from the Caribbean to firsthand experience isn’t easy, given that the UK – a symbolic beginning of modern few from that original generation are still multicultural Britain. Windrush Tales with us. Funding from charity organisation director Chella Ramanan, though, had Okre, however, enabled Ramanan and begun thinking about creating a game to Brotherson to organise workshops where commemorate this event long before – a they could consult Caribbean elders. year prior to the 70th anniversary, in fact. She was keen to tackle the topic in part because it had never been done before in The original plan, to release the the medium. “There aren’t that many Black game in time for the 70th anniversary British Caribbean developers working in of Windrush, was overshadowed by a indie,” says Ramanan, scandal that brought this whose father and uncle history to light for the worst “There is a real came from Grenada. reasons. The government’s Fortunately, she found amount of pressure ‘hostile environment’ policies someone who fit the bill: resulted in the wrongful on us, becase you detention and deportation Corey Brotherson, at the time a copywriter and of immigrants, mainly from want to reflect a producer for Sony who the Windrush generation. whole generation’s “People who’d never heard also had experience writing screenplays and about Windrush were experiences” comic scripts, whose hearing about it in such a parents emigrated from negative way,” Brotherson Saint Kitts and Barbados respectively. says. That did, however, mean there was “I knew bits and pieces just from talking even more determination to tell a story [to family] day-to-day growing up, but it celebrating “a generation of people who felt like a whole chapter of their lives, so had the strength and determination to stay you don’t want to be nosy,” he says. in the country despite bigotry, racism and “But for the game I had to specifically all those issues happening around them.” sit down with them to talk about it.” And one that acknowledged that they To an extent, the structure of Windrush were far from left in the past. “We were Tales mirrors the developers’ experiences thinking [the game] could end at Carnival, of piecing together stories from their showing this celebration of multicultural heritage. It takes the form of a photo Britain, the success of the British album, assembled by the player to build Caribbean community and their legacy,” a picture of two siblings who have Ramanan says. “We can’t tell that story separately left Antigua in search of a new because that’s not how it is – and maybe life in 1950s London, as they adapt to we were naïve to think it ever was that.” 12 LIGHT RELIEF Games – and indeed stories of all forms – that represent the experiences of marginalised characters have a tendency to focus on suffering, perhaps in a misguided attempt to instil empathy. Ramanan emphasises the importance of depicting the positive and lighter moments of these lives, noting a playtest session with Caribbean elders where there was enthusiastic feedback to a party scene and the language used, but no mention of a character’s arrest. “The thing you get when you talk to people of that generation,” Ramanan says, “is that they kind of just got on with things.” Chella Ramanan and Corey Brotherson Other factors contributed to the longer development time, such as waiting for funding, while Ramanan had also joined Ubisoft Massive back in 2019. Yet this also allowed the team more time to research. They took in museum exhibitions organised by the Black Cultural Archives, books including Sam Selvon’s novel The Lonely Londoners and a short memoir Brotherson’s late grandfather wrote about his experiences, and Steve McQueen’s Small Axe TV miniseries. This breadth of reference was essential for a game with a title that implies plural representation of a whole generation. “We wanted to take bits and pieces of different experiences,” Brotherson explains. “There is a real amount of pressure on us, because you want to reflect a whole generation’s experiences, but we can’t do everything. But if we inspire other people to make games about it from different perspectives, then that’s a success in itself.” The game’s branching story provides an incentive to replay – a way of experiencing multiple perspectives that games can add to the existing corpus of books and films preserving and celebrating the memories of the Windrush generation. Brotherson has nieces he hopes will be able to play Windrush Tales and gain an understanding of what life was like for their grandparents and great grandparents. Regardless of your knowledge of or relation to this part of history, though, Ramanan ultimately hopes that any type of player will be able to find a good tale within: “Stories are universal, no matter who the protagonist is or what their heritage is.” n
The Empire Windrush, by Naima Ramanan. While the first ship arrived in 1948, others would bring Caribbean migrants to Britain until 1971, hence the term ‘Windrush generation’ referring to multiple generations ABOVE THE FOLD What does ‘games beyond entertainment’ really mean? Windrush Tales’ photo album has you piecing together the life of Rose, inferred to have recently passed away, with a variety of images to choose from. The game’s narrative also explores her brother Vernon’s perspective Windrush Tales is Ramanan’s second independent release under the banner of 3-Fold Games. Its debut, Before I Forget, was nominated for a BAFTA in the ‘games beyond entertainment’ category, due to its story about a woman living with early-onset dementia. Yet Ramanan is keen to stress that these aren’t educational games as such. “We didn’t make it to teach people about dementia,” she says. “Likewise, we’re not making Windrush Tales to teach people about anything. I’m making it to represent my heritage and a really important part of British culture that’s completely ignored in videogames.” 13
KNOWLEDGE ART Head shots How artist Larry Achiampong is recasting iconic videogame characters F his portraits include Duke Nukem, Master or the past 20 years, Frieze London Chief and F-Zero’s Captain Falcon – or has been one of the world’s most rather, reimagined versions of them. prestigious contemporary art fairs. Not Instead of John-117 inside the suit, for somewhere you might expect to find example, we find Nana, a pink-haired videogames as a subject, then. But as an Black woman. Street Fighter’s Shoryuken artist and committed player himself, Larry master, meanwhile, is presented as Achiampong incorporates the medium ‘Black Ken’ – a direct reference to into his latest exhibition. Not just in the Achiampong’s childhood when, playing works – a series of portraits featuring on a monochrome TV, he believed the reimaginings of iconic game characters – palette-swapped version of the character but in the space itself, which has been set also changed the colour of his skin. up like a gaming room. “I wanted to make sure that it was interactive,” he explains, “so there’s actual games that The aim is to highlight the lack of you can play, and having diverse characters, and those as references to the counter the negative Depicting work as well.” stereotypes that dog Black The small, square characters. “It’s about being John Marston as space of an art-fair booth able to dream, in a space Black addresses the that allows dreaming,” he feels almost perfect for Achiampong’s recreation misrepresentation says, “but then dealing with of the council flats where the irony that a lot of the of cowboys he grew up. It’s a kind of characters are usually white physical autobiography, men.” Artists reimagining in fiction inviting visitors into a pop-cultural characters isn’t space with armchairs and new, but Achiampong’s two-seater sofas, classic consoles hooked portraits tackle these questions in different up to CRTs. Piles of old music CDs ways. Depicting Red Dead Redemption’s provide a further glimpse into the tastes John Marston as Black, for example, that shape his work. You might suggest addresses the misrepresentation of this installation of sorts is superfluous to cowboys in fiction, given that historically the portraits hanging on the walls, which one in four cowboys wasn’t white. Yaa, are ultimately what is being sold, but for Guardian Of The Tomb, is a deliberate Achiampong it’s an intentionally leftfield antithesis to Lara Croft, a protector rather move, to “push the boundaries of what an than looter of cultural artefacts. art fair isn’t and what an art fair could be.” Achiampong’s chosen subjects include Such an approach has been integral characters whose faces are hidden under to his past works too (see ‘Portrait of an a helmet or mask, leaving their identities artist’), although with more oblique up to the player. Alongside Master Chief, connections to games. Here, however, there’s a figure that has long fascinated they’re front and centre. The subjects of the artist: Metal Gear Solid’s cyborg ninja 14 PORTRAIT OF AN ARTIST Achiampong’s past works have also taken inspiration from videogames, albeit more obliquely. His 2022 feature film Wayfinder follows a nameless ‘Wanderer’ as she travels the breadth of England, evoking adventure games such as Zelda, Ico and Journey. An exhibition earlier this year, And I Saw A New Heaven, featured religious collage posters displayed alongside The Binding Of Isaac, Blasphemous 2 and BioShock Infinite, all inside a former church hall, as a way of bringing together the ‘high culture’ of religion and the ‘low culture’ of popular entertainment. Gray Fox. “I remember reading that the character was from Zanzibar and listening to the voice that felt, apart from being American, resembled the voice of my dad or Black men I looked up to.” Indeed, in the English version the character was portrayed by African-American voice actor Greg Eagles, but is canonically halfwhite, half-Vietnamese. Here Achiampong reimagines the character (‘Grey Anansi’) as the Black African he had always envisioned. He also draws parallels between the character’s backstory – as a robot with their history obliterated and programmed to do a set of tasks – with the conditions of chattel slavery. Clearly, Achiampong isn’t afraid to put himself into the work. Literally, in the case of A Dynasty Will Rise From The Ash, which recasts Ganondorf in the likeness of the artist himself, the Triforce Of Power on his hand replaced with a Ghanaian Adinkra symbol for justice. Achiampong loves the Zelda series but points out its problematic patterns in equating light with good and dark with evil: “Where’s the space for nuance?” There is a kneejerk defensiveness from some quarters whenever people from marginalised backgrounds question the status quo, but, without wishing to resurrect a tired debate, we can’t talk about games as a type of art without accepting critique and interpretation. For Achiampong, much like the gaming room he’s made to display his work, it’s all about creating a space where these conversations can be had. “There’s a sharing that takes place,” he says. “In the same way when people read literature or they interpret a certain scene in different ways.” n
Achiampong’s subjects are largely from games he grew up with. An exception is Duke Nukem, reimagined as a Black albino fighting for justice Some vintage cartridges from Achiampong’s collection of games sit beside CDs and DVDs DOWN TO THE WIRE The inherently physical relationship of gaming nostalgia ABOVE Grey Anansi, Achiampong’s reimagining of Grey Fox as a Black African, keeps the cyborg helmet; his Blackness is implied by being based on a spider deity from West African mythology Recreating Achiampong’s childhood gaming spaces meant original hardware hooked up to CRT televisions, RF units, and a mess of cables. “The very first television that me, my brother and sister played on is one of those old black-and-white ones with the dial, and it took us a while to find the channel for the game,” he says. “It’s very, very physical in that way, whereas now we have a different relationship with technology: if it’s not user-friendly, it’s useless.” All those wires did, however, present something of a health-andsafety issue with the Frieze organisers – hence the presence of a rug, to literally sweep it all under. 15
KNOWLEDGE MOONRING Shoot for the moon How Fable designer Dene Carter’s RPG passion project became a surprise Steam hit – without making a penny W insane idea.” And now? “Well, it is just hen Dene Carter released a completely insane idea.” Moonring in September, a few days before his 25th wedding anniversary, he’d spent four and a half The player response says otherwise. years working on it. His Ultima-inspired At the time of writing, Moonring has over RPG had attracted so little attention in its 500 Steam reviews, adding up to an early-access form that his expectations ‘Overwhelmingly Positive’ rating. Which were low: “I honestly thought it was just suggests there were plenty of people in a going to die without a trace.” He’d even similar place to Carter when the creative begun to put plans in place for his next spark first ignited – because this was project, having supported himself over the never just about a cloth map. “Part of the prior two years of development through reason I actually started making this is freelance scriptwriting jobs on other that I was playing Bloodborne for the games. “Then it kind of blew up.” third time, and I realised that was a It helped that Carter problem,” he explains. released the game for free. Nothing else – at least “I thought I’d “Life is hard, COVID within the triple-A space – sucked, everyone’s poor was grabbing him. “I was release the game and stressed,” he said in so bored seeing exactly the for free and the comments of YouTuber same games with exactly Splattercatgaming’s Let’s the same best practices.” then raise some Play video, which he Having tired of modern credits as being one of the money to pay for standardisation, Carter biggest factors behind its looked back to the 1980s the cloth map” success. “I don’t need the for inspiration. “There’s a $300 this would make me reason games came with – I’d rather take the goodwill.” manuals back then,” he says, “because That is, he admits, only half the story. you had no bloody idea what you were Yes, there was an altruistic motive behind doing if you didn’t have one.” Rather than it – “ethically, it didn’t make any sense to “do the 12 things we expect every game charge for it,” he says – but that was to do now but with a slightly different partly because he saw Moonring as a palette,” he hoped to make something “complete vanity project”, having that fostered deeper engagement. “It originally set out with a more selfsounds very highfalutin, but games felt like indulgent goal. “I was at a point in my a relationship: you had to put yourself career where I really wished I’d made a out there to meet the game halfway.” game with a cloth map,” he says. “This is Moonring does feature a few not a joke. I thought I’d release the game contemporary conveniences; Carter for free and then raise some money via reckoned his audience would be small Kickstarter or something to pay for the enough without offering some guidance. cloth map, so it’s not just a completely All the same, its initial tutorials leave much 16 HALF THE BATTLE If Moonring’s keyword-based conversation mechanics are lifted from Ultima, Carter was keen to find a fresher approach to combat. Looking at other turn-based Roguelikes, he didn’t want encounters to feel “statistically predetermined – like, you’re next to an enemy, know you’re going to lose ten per cent of your energy, they’re going to die, it’s a foregone conclusion.” This is alleviated through the game’s poise mechanic: unlike your health, poise regenerates outside combat, giving the option of disengaging to protect your precious HP. “It’s certainly not unique,” he says, citing Halo as a comparison. “But it’s unusual to see it in this kind of game, and it turns out it works quite well.” Dene Carter, formerly of Lionhead and now creator of Moonring unsaid, while part of the enjoyment comes from figuring out its interface. On the left of the screen is a readout detailing your every action, alongside your character’s stats, equipment and more. On the right is the world of Caldera, presented in oldschool top-down fashion, but with a neon aesthetic. Shadows encroach around the edges; in dungeon areas, the darkness creeps closer still. Sometimes you’ll stumble straight into an enemy; new players might find their first adventure ended prematurely by an outsized insect. It’s a humbling welcome. But it’s found its audience – fellow Yharnam expatriates finding solace in Caldera, perhaps? “As a species, I think we’re meant to struggle a little bit,” Carter says. “Games can be a way of producing that survival excitement that is largely absent from our lives. I sometimes feel that developers make wolves for a world that has largely annihilated wolves. There’s a thrill and a sense of being alive to sitting around the campfire, looking out into the darkness for the eyes that we think might be predators.” Sometimes, though, those eyes belong to allies. Moonring’s players have accepted that it’s “buggy as hell”, Carter says, which has helped foster a feeling of community. “There’s this sense that, ‘OK, here’s this slightly broken, imperfect thing that has clearly had a lot of love put into it’, and people have responded to that.” In return, he’s abandoned his plans to move on, reckoning he owes something to his players. And there’s a glint in his eye as he reveals he’s currently talking to merchandisers. Yes, after almost three decades in the game industry, Dene Carter is finally getting his cloth map. n
“People have warmed to the idea that this is a slightly shonky thing,” Carter says. “They feel that they’re at the beginning of something that’s growing” 17
KNOWLEDGE TALK/ARCADE Soundbytes ARCADE WATCH Keeping an eye on the coin-op gaming scene Game commentary in snack-sized mouthfuls “Super Mario Bros was made by a team of five people, 38 years ago. Of those five people, four of them worked on Super Mario Bros Wonder.” Game Air Strike Manufacturer Game Art Thanks in part to so many of today’s up-and-coming manufacturers lacking the kind of flair traditionally associated with Japanese veterans such as Sega and Namco, this has hardly been a vintage year for memorable arcade releases, but as 2023 comes to a close we have at least one cabinet trying to mix things up a bit. From Hong Kong’s Game Art, Air Strike puts you into the seat of a biplane, steering your craft through colourfully rendered environments using a yoke whose dual fire buttons unleash your on-board weaponry. The control method immediately sets it apart from typical modern arcade fare, and the entire seating section and monitor lean from side to side as you bank your plane, adding a welcome physical dimension. As a redemption-based game, it’s not exactly Microsoft Flight Simulator, but a linkup mode promises some replay appeal. “We’re looking over our shoulders at our competitors. We’re terrified at all times, or we’re not doing enough.” ”Imagine announcing this in a year where the games industry has laid off 6,000+ people.” A good dose of paranoia just keeps you on your toes, says Take-Two CEO Strauss Zelnick Sony SM’s Alanah Pearce can’t quite digest the reveal of Xbox’s InWorld AI partnership “We must take the risks of AI as seriously as other major global challenges, like climate change… We can’t afford the same delay with AI.” Frankly we preferred listening to Demis Hassabis when he was punting Republic’s rendering tech, not scaring us witless 18 © Samuel de Roman/Stringer Has Bungie’s Max Nichols finally cracked The Nintendo Difference? Perhaps working at as many studios as possible isn’t the key to success

KNOWLEDGE THIS MONTH BOOK Critical Hits bit.ly/criticalwords This thoughtfully curated series of personal essays is catnip to the open-minded reader – the kind that doesn’t balk at the idea of someone outlining how Hollow Knight helped them deal with dysphoria. A broad range of games and themes features, with discussions about Leisure Suit Larry and Disco Elysium, Fallout 76 and Outer Wilds, although with multiple pieces focusing on what videogames can teach us about identity, repetition occasionally sets in; we’d have welcomed more diversions such as the comic strip from visual artist MariNaomi. But at its best – such as in Elissa Washuta’s essay on The Last Of Us and her own experience with serious illness – it finds powerful links between worlds real and virtual, underlining the ways games can offer both escape and a chance to see ourselves reflected in them. GAME DREAM Vecta Majoris 2 bit.ly/vectagraphics What we’d imagined at first glance to be a straightforward dogfighting-focused Star Foxlike turns out to be something good deal more ambitious. Yes, you’ll engage in arcade-style space battles, but as you make your way through the planets of a star system, you’ll accept delivery missions, take part in races and more besides – amassing funds to customise your ship and upgrade its arsenal. There’s a story to uncover, too, and though the script evidently wasn’t a priority, that’s a minor tradeoff for a game that might otherwise be one of the most accomplished Dreams productions we’ve yet seen. Cold Abyss bit.ly/seafixit The Itch blurb describes this shortform exploration game, in which you’re simply asked to repair ten underwater Internet cables, as “the perfect game to unwind [with] after a long day”. As we take the long journey to the seabed inside a cramped elevator, we begin to wonder. The doubt grows as we spin around, aiming our handheld tracker at the next objective, with the occasional detour to the nearest oxygen tank to refill. Strange objects loom from the murk, our feeble torchlight doing little to illuminate anything but our immediate surroundings. Then we see a shape that sends a chill down our spine. Dare we look closer? It’s fine, we convince ourselves, trying to steady our quickening pulse. After all, we’ve already been told “there are no enemies or other forms of danger down there”. It’s just us. Isn’t it? THIS MONTH ON EDGE Some of the other things on our minds when we weren’t doing everything else HARDWARE PlayStation Portal bit.ly/portalps5 As we take it out of the box, it’s impossible to ignore that Sony’s streaming device really does look like a DualSense split in half with a screen glued in between. The angle of the handles, though, feels ever so slightly different, combining with the extra weight and smaller analogue sticks to mildly uncanny effect. Beyond that, it does exactly what you’d expect: you can access your PS5 collection, streaming it to the device via Remote Play on those occasions when someone else in your household might have commandeered the TV. It is, inevitably, a compromise unless you have a simply flawless WiFi environment, our tests suffering stutters and resolution drops even in what we thought were optimal conditions. And while there’s no better option if you’re seeking to play the handful of PlayStation exclusives that exist, it’s hard not to compare the price with the cheaper Steam Deck models and conclude that you’d be better off paying a little more for a vastly superior handheld experience. 20 continue quit Legendary Zelda producer Eiji Aonuma named ‘Knight Of The Order Of Arts And Letters’ by France’s Minister Of Culture Broken age As industry creativity thrives, redundancies continue, with Bungie and Media Molecule shedding yet more talent Do the ’math Could independent workerowned website Aftermath be a Defector for games? Night off The Glory Society cancels NITW follow-up Revenant Hill, citing “serious health issues” Screen Link Shigeru Miyamoto announces the next Nintendo blockbuster: a live-action Zelda movie… Excuse me …but is Maze Runner: The Scorch Trials director Wes Ball the right choice for the job? Shots fired The next big online FPS? The Finals open beta ends, having attracted 7.5 million players… Vocal fried …as experienced voice actors (rightly) criticise its abysmal AI-powered ‘commentators’

Something changed Issue 391 Dialogue Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com. Our letter of the month wins an exclusive Edge T-shirt 6 22 I’ve been gaming from a very early age, receiving a ZX Spectrum 48K to share with my siblings aged four, then moving on to an Atari ST. It was several years later, though, visiting my auntie and uncle who had just purchased a new videogame console, that I truly discovered the love of gaming that continues to this day. ‘What’s this?’ I thought. ‘Can’t be as good as a computer.’ Connect to the TV, slot in a cartridge, turn on the power, and bam: instant gaming. It was the Super Nintendo Entertainment System and I was about to discover the magic and magnificence of Nintendo. Super Mario World, Super Tennis, Super Mario Kart, F-Zero. Instant playability, creativity and ingenuity. Then, slightly later, Yoshi’s Island and Donkey Kong Country. All before eventually deciding to try an RPG, which was something new to me. Unbeknownst to me at the time, I was about to discover the greatest videogame franchise of all time, The Legend Of Zelda. It was like nothing I’d ever played before: thought provoking, not just reflex testing. Light worlds. Dark worlds. Dungeons, and so on. From then on I stuck with Nintendo, ignoring the massive hype of PlayStation and later Xbox. I knew where the most playable, creative games were. I moved on to the N64, with Super Mario 64, Ocarina Of Time, GoldenEye 007, Wave Race, etc. Again, all breaking new ground with graphics, content and playability. As I got older, got married and had kids, my time to play games and control of the big screen waned. For many years my only real gaming was Football Manager on a laptop. But I still managed to justify the purchase of a console in the shape of a Wii, with Wii Fit and WarioWare for family time, plus the two series I always purchased – Mario and Zelda, of course – for those occasional opportunities for solitary gaming. As the years passed, my wife and I went our separate ways and suddenly I had the time to rediscover the things I loved: live sport, ’90s indie bands, and, of course, Nintendo – specifically Super Mario Galaxy and The Legend Of Zelda: Breath Of The Wild. Both were undoubtedly great games, with Zelda in particular once again showing Nintendo’s ability to break new ground and constantly come up with new ways to play. Both, though, followed the usual format. Princess Peach gets kidnapped by Bowser; Mario saves the day. Hyrule gets overpowered by Ganon as Zelda fights him somewhere unknown, while waiting for Link to awaken and become powerful enough to save the kingdom. After completing these, I was a little lost for something else to play on Switch. I was approaching 40, and Splatoon wasn’t really what I was looking for. One game kept popping up on the online store: The Witcher 3. This looks a little more adult, I thought, and I decided to give it a whirl. Well, the language was certainly more adult than I’d experienced in a game before. Something else about it, though, grabbed me like I’d never been grabbed before. The story! It was deep and engrossing, with twists, turns and, well over 100 hours later, a magnificent conclusion. An interactive Choose Your Own Adventure with heart and soul. The next Nintendo Direct confirmed that I had to do something I never thought I would. It was time to buy a PlayStation. I bought Demon’s Souls as it was Edge’s most highly rated PS5 game at the time, and reportedly the new generation’s most graphically impressive game. After that, I wasn’t sure what to play, but my brother had plenty of PS4 games to recommend. So over the past few years I’ve made my way through The Last Of Us (1 & 2), God Of War, the entire Uncharted series, GTAV and the most immersive of all, Red Dead Redemption “These games highlighted the story element that I had never before noticed was missing”
DISPATCHES DIALOGUE 2. All these games highlighted the story element that I had never before noticed was missing from Nintendo games. For all that creative genius, and the ability to create groundbreaking games, a real story with heart seems sorely lacking from any of its series. I turned 45 two days after the release of Tears Of The Kingdom. Five months on, and once again I’ve found a game I don’t want to finish. I’ve only just defeated Phantom Ganon, and it’s not down to a lack of ability. I still have side quests and half the underworld to complete and discover; I’m progressing the main quest in small steps. Contrary to your recent poll, I’ve found it much more enjoyable than Breath Of The Wild. It’s equally – if not more – creative with Link’s new skills. The story even has a ‘wow’ moment – almost unheard of in a Nintendo game. But when I compare it to the PlayStation games I’ve played in recent years, it massively lacks on the story front. It has more than any other Nintendo game but it’s still very shallow compared to the other games I’ve mentioned. I don’t want to finish it because it’s such a fun game, not because I’m emotionally attached. When I do eventually decide to conclude the game, I’m pretty sure it’ll be the last time I ever use my Switch, and may well be the last time I ever pick up a Nintendo console – something I never thought I’d say. Nowadays, I need more than just creative genius to pull me in; more than just the same hero saving the same world from the same villain. I may tackle the Red Dead Redemption remake next, or Baldur’s Gate. Then there may be something else from Rockstar or Naughty Dog on the horizon. I don’t know what I’ll be playing in a couple of years’ time, but it almost certainly won’t be on a Nintendo. Andy Hayhurst True, Nintendo has always prioritised systems over story, and there’s certainly nothing wrong with seeking to broaden your gaming diet. But we’re reminded here of what CS Lewis said about childish things. Surely a man who is tired of Super Mario Bros Wonder is tired of life (or stuck on that accursed invisible section of the final stage). Glory days I really enjoyed reading through your 100 greatest games of the past 30 years. There were some lovely surprises in there that took me back, misty eyed, such as WarioWare and Katamari Damacy. One game I belatedly wanted to espouse the virtues of is Prince Of Persia: The Sands Of Time. Back when Ubisoft actually made unique and original triple-A games (Beyond Good And Evil! Splinter Cell!), this game stood above them all. The timerewinding mechanic felt so original and yet completely fully formed, and in the days before ludonarrative harmony was coined, it was beautifully integrated into the story with a knowing wink (“No, no… that’s not what happened”). With its excellent platforming, brilliantly seamless animation (wall-running felt revolutionary the first time you did it) and likeable characters, I had such a ball with it that when I encountered a game-breaking bug 90 per cent of the way through, rather than rage quit, I was more than happy to go straight back to the start and play through the whole damn thing again. And if that’s not a marker for a great game, I don’t know what is. Tom Laverack Some might say Tom’s decision to include his postal address (presumably to expedite delivery of an Edge T-shirt) was a little presumptuous. In this instance, though, we’ll say that his confidence was well placed. The loss adjuster I wanted to reply to Dean Freeman’s call for a response in E390 regarding fair prices. His point hit home recently regarding a certain developer, whose niche games I have picked up heavily discounted over the past couple of years and subsequently sunk countless hours into. I was looking forward to playing its latest at some point in the future, as soon as its price would inevitably be reduced to that of a middling service-station sandwich and I could feel smug in grabbing myself a great deal. It was with more than a pang of guilt, then, to read that Mimimi Games has decided to shut shop, after launching the excellent Shadow Gambit: The Cursed Crew. I regret that my past desperation to save a few pounds has possibly contributed towards their demise (the developer cited wellbeing as a reason for closure, but I imagine greater revenues would have led to a larger team and alleviated the development workload). Paying full price for Shadow Gambit before its closure felt like the very least I could do, but it does make me wonder if alternative pricing models could save smaller devs in future. Given the many hours I sunk into their games, maybe charging per minute played would be a good idea? Wait, no – if any Unity pricing analysts are reading this, don’t get any ideas. But Dean’s suggestion of a tip jar seems wise: perhaps we could encourage developer Patreons, as is common in the podcasting world? Matt Turner Help the aged I am well into my 40s now, and I have to ask: is anything going to tempt me back to sustained gaming? This is not a question of other commitments, or being too busy. My hair is greying, and my poor old system simply won’t stand long, twitchy multiplayer shootouts with teenagers. Various solutions present themselves: 1. Something less time critical, such as the arranging of dried flowers. 2. Endlessly replay Everybody’s Gone To The Rapture, Solitaire and other titles that do not over-excite me. 3. Steady my hand with vats of strong chamomile tea before playing. Have other ageing ex-gamers got better ideas? Neil Sewell-Rutter It’s been a good year for narrative adventures: perhaps the likes of Birth, Videoverse and Venba might be your cup (or vat) of chamomile? n 23
DISPATCHES PERSPECTIVE STEVEN POOLE Trigger Happy Shoot first, ask questions later Illustration konsume.me H as Mario gone woke? That, at least, was the opinion of some furious Twitterers, through whose gimlet eyes it appeared that Nintendo had dialed down Mario’s masculinity in favour of a more feminised version. Nothing, fulminated one, could “excuse making a traditional man appear cute and feminine”. Lucky, then, that at least his black fluffy cloud of a moustache has remained, or incels would have been rioting in the streets. And despite the change of voice actor, his voice is still that reassuringly gruff baritone, er, squeak, that we all know and love. But who is Mario anyway? I would submit that, although the artist originally known as Jumpman is nominally a plumber – the most perfectly masculine of trades, of course; women don’t even know what pipes and washers actually are or whether water flows up or down – he is really something between an athlete and a circus clown. And, of course, he is the child in every one of us. It takes some corporate cojones, doesn’t it, to put the word ‘wonder’ right in the title of the latest instalment of your beloved videogame series. What if people don’t find it wondrous? Don’t be silly; of course you will. This is, precisely, a game about all the joy available in games. In almost all games. The wonder is merely that they’re still capable of doing this after 40 years. Who, we were asking, is Mario? Mario is also the happy Stoic who knows that, whatever flavour of brightly coloured chaos is happening around him, he is always in command of his own feelings. And his own feelings usually amount to sheer joy at being alive in such a ridiculous cosmos. Mario is really the Dalai Lama of videogames. It would not surprise him to be turned into a llama. And so Super Mario Bros Wonder is in one important sense a homage to that most ridiculous of artforms, the musical. Who can be unhappy when the Piranha Plants have their own moment in the spotlight, singing their song on parade with such cute gusto, 24 It’s an exquisitely tuned engine for making you smile, and keeping that smile there until your cheeks hurt like something Sir Andrew Lloyd Webber dreamed up on actual hallucinogenic mushrooms? Being chased by the operatically warbling giant Boo, meanwhile, feels like being in an even sillier version of Phantom Of The Opera. And the chatty flowers that cheer you on as you pass are a sort of benevolent Greek chorus commenting on the action. What sound, pray tell, does an anthropomorphised elephant make when dive-bombing to the ground? I’m glad you asked: an orchestral cymbal smash, of course. That is pure golden-age cartoon musical comedy, as are the twangy guitar glissandos that accompany jumping in the musical levels. It’s tempting to suppose, from the delightful surprised face that the squishy Hoppos (bouncy hippos) make when you land on them, that the development team also took some aesthetic inspiration from the new golden age of musical cartoons, spearheaded by Hey Duggee! Who is Mario? Mario is musical-theatre stars Sarah Brightman and Michael Crawford, but also he is The Man With No Name, the kinetic but laconic figure around which composer Ennio Morricone weaves his fabulous spaghetti operas in Sergio Leone’s westerns. He is the one for whose sake the game’s orgy of gratuitous visual pleasures are staged: showers of starry meteors, sentient pipes crawling like caterpillars, musical blocks chiming with his gait. He is the reason this ridiculous universe exists, but he is also single-mindedly focused on making it all stop, by defeating Bowser. Not too fast, though (unless you are a speedrunner). We must take our time also to admire the set dressing, and the way in which it is not merely set dressing but also functional space, in the splendid sequences in which Mario is teleported to the washed-out parallax background of the level and finds it to be another playground hidden in plain sight behind the first. We must admire the gorgeous lunacy of the Wonder Seed interludes and their generous homages to other Mario games, and Zelda games, and yet other games beyond. We must be laughingly grateful for the parachute cap. In a world where there is much to frown about, Super Mario Bros Wonder is an exquisitely tuned engine for making you smile, and keeping that smile there until your cheeks hurt. If Nintendo never made another Mario game, it could stand proud as a pinnacle of the series, and of videogames tout court. Who is Mario? I am Mario. You are Mario. It’s-a us, Mario. Steven Poole is a writer, composer and author whose books include Trigger Happy 2.0, Unspeak, and Rethink

DISPATCHES PERSPECTIVE ALEX SPENCER The Outer Limits Journeys to the farthest reaches of interactive entertainment Illustration konsume.me T he Outer Limits will eventually take us somewhere other than warehouses in London, I promise, but they are its natural home, the kinds of spots where the column was conceived: under railway arches and in basements and unloved corners of industrial estates. Spaces that, having outlived their original purpose, will welcome just about any tenant at a knockdown price. I’ve been frequenting such places for a decade now, since a rainy day in Budapest led me down the stairs of a ruin pub’s cellar and into my first escape room. (The world’s, too, though I had no idea of that at the time.) All this goes through my head while I watch Punchdrunk: Behind The Mask, a Sky Arts documentary about the famed immersive-theatre company that opens with footage of its founder, Felix Barrett, touring a derelict building. He pulls aside graffiti-laden hoardings and examines crevices with a torch, the narration offering a lot of waffle about “emotional architectural blueprints” and “listening” to a space, which might test your patience. Knowing Barrett is a keen player of videogames, though, I can’t help but wonder if he thought the same thing I am now: that this looks exactly like a real-life walking sim. Which wouldn’t be a bad description of what Punchdrunk makes, actually. Enormous chunks of set-meets-level design, loaded with environmental storytelling, populated by NPCs whose actions follow an hours-long loop. They’re massively multiplayer, too, with hundreds of audience members carving their own paths through this story – only rarely by interacting directly with the characters, more often instead by choosing which scenes to follow and spaces to explore. You might opt to stick in one room, poking at its props while waiting to see what stories wander in, or commit yourself to a single plot thread, riding in the slipstream of one character for the duration. Either way, it feels a little like haunting, thanks to the mandatory white mask that gives you the appearance of an otherworldly plague doctor. 26 It feels a little like haunting, thanks to the white mask that gives you the appearance of an otherworldly plague doctor The masks are a handy shortcut for distinguishing cast and audience, establishing your role not as an active participant in the story but essentially a roaming camera. Which is also true of a fair few walking sims, of course, and indeed many other games that put their NPCs behind protective glass (literal or otherwise) while they act out their parts. Most recently, Alan Wake 2 does this in typically novel fashion. Its ‘Echoes’ trigger a filmed performance, presented as a shimmering silhouette that sits on top of the three-dimensional space you’re exploring but remains out of reach. The likeness probably isn’t coincidental, given that one of the game’s levels is set inside a hotel that has recently played host to an immersive-theatre show. Alas, it doesn’t steer into the medium the way others do with music or film, leaving me to wonder what it might look like if a videogame designer flipped the direction of influence between these two mediums. The problem for a big-budget game is that anything substantial the player doesn’t see is a waste of resources. Punchdrunk doesn’t think that way: FOMO is a big part of what makes its shows exciting. The group of characters you’re following might split up, or have their story invaded by another, noisier one so that you lose sight of them. Occasionally a door is slammed in your face and locked, with just a couple of audience members getting to see what happens inside. All of this happened to me at The Burnt City, Punchdrunk’s retelling of the fall of Troy that plays out across – bingo cards at the ready – two warehouses in southeast London. This column seemed the perfect reason to go back, so imagine my disappointment on discovering that the show had finally lived up to its name and had been reduced to embers just a few weeks earlier. In the documentary I spot familiar faces and scenes, but also entire rooms I never set foot in. It’s tantalising, in a way that I suppose is the point. While the videogame industry is, rightly, worried about preservation, that’s never really been theatre’s bag. You’re here for a good time, and any stray memories you can carry out with you into the night. In The Burnt City those include a couple doing backflips on a DDR machine; a hydroponic greenhouse in a Blade Runnerstyle tenement, every plant labelled by hand; and a man in a rubber fetish mask, pulling from his mouth a prop exactly like the one I’d just been handling. What memories these are – made all the sweeter by the knowledge that there was no guarantee I’d ever see them. And now, never will again. As well as among derelict industrial estates, features editor Alex Spencer can also be found on Twitter (@AlexJaySpencer)



#392 THE GAMES IN OUR SIGHTS THIS MONTH 32 Life By You 44 Pepper Grinder 36 Thank Goodness You’re Here! 46 Indika PC PC, PS5, Switch 40 Homeworld 3 PC 42 Glassbreakers: Champions Of Moss PCVR, Quest PC, Switch PC 48 Broken Roads PC, PS4, PS5, Switch, Xbox One, Xbox Series 48 Persona 3: Reload PC, PS4, PS5, Xbox One, Xbox Series 48 Roman Sands Re:Build PC, PS4, PS5, Switch, Xbox One, Xbox Series 48 Resistor PC, PS5, Switch, Xbox Series 48 Laysara: Summit Kingdom PC Explore the iPad edition of Edge for extra Hype content 30
The great beyond When talking to developers, particularly those who’ve spent years making one game, we’re sometimes moved to ask what possessed them to get into this line of work in the first place. When the clock strikes midnight on December 31, Riv Hester’s Pepper Grinder will enter its ninth year of existence in some form, the idea having originated in 2016. But the seed was planted long before that, when Hester and his father played Donkey Kong Country together. “One of the stages looked like Mayan ruins. There’s a really deep parallax background in that one,” Hester recalls. “My dad and I talked about how we wished we could go back there and explore the rest of the world outside the scope of the game.” Considering how that might be achieved was what first “got the gears turning”. That speaks to a truth about virtual worlds, or certainly the most absorbing ones: that making a game is not just about considering the space the player occupies, but what exists past those boundaries. When we visit Coal Supper for another look at Thank Goodness You’re Here, developers James Carbutt and Will Todd tell us the game was originally 20–30 hours long; as more details have poured in, the MOST scope has shrunk but the lore has only grown more WANTED Still Wakes The Deep dense. In a conversation punctuated by laughter, Todd PC, PS5, Xbox Series Newly released footage – a condensed briefly gets serious when citing one major inspiration. version of what we saw for E386’s cover story, essentially – has us hankering after He’s the third developer this month to reference The Chinese Room’s oil-rig horror once more. Protagonist Caz remains a major Bloodborne, itself a prime example of what happens draw: an everyman hero who isn’t afraid to show us just how afraid he is. when you think holistically about the virtual space you’re Little Nightmares III building, including the bits the player doesn’t get to see. PC, PS4, PS5, Switch, Xbox One, Xbox Series You wonder how Tarsier feels, having relinquished control of this series when If you’re really lucky, you’ll have the opportunity to acquired by Embracer. But the prospect of Supermassive, itself no stranger to explore that area yourself. In Glassbreakers: Champions horror, taking the reins for this dualprotagonist threequel is tantalising. Of Moss, developer Polyarc is seizing the chance to Silent Hill: Townfall showcase more of the world it created in its first two VR PC, consoles TBA The less said about ‘interactive media outings. The result reflects how deeply the studio invested experience’ Ascension the better – and that’s doing Konami a kindness. No in Moss, and reminds us that to build a truly captivating Code’s forthcoming entry should offer a much needed corrective; a Stories Untold replay proves it knows how to scare us. virtual setting, you need to think outside the greybox.
H Y P E LIFE BY YOU Can Paradox beat The Sims at its own game? Developer/publisher Format Origin Release O nce head of The Sims, Rod Humble seems set on belying his surname with his latest project. The pitch, after all, is essentially the world’s most popular life sim, but bigger, broader and more detailed. As Humble and senior designer Hannah Culver talk us through an extended demo, it feels of a piece with the series Humble left behind, but with a few crucial differences. Paradox is promising an open world with extensive customisation and emergent storytelling, and on this evidence, Life By You has the potential to let players create deeper stories. “As a game designer, one thing I enjoy so much is working with a game that clearly shouldn’t have any victory conditions,” Humble says. “There’s a lovely Italian folk saying: at the end of the game, the queen and the pawn get back in the same box. There aren’t any winners or losers in life. You just live a life, and life sims are a great equaliser.” Our demo puts us in the shoes of aspiring gardener-slash-fitness guru Ronnie. The first thing we see as they step outside is a colourful house that wouldn’t look at all out of place in The Sims. But then the camera pans out to reveal a more recognisably Paradox world, with quasi-realistic trees, geography and ambient audio. It’s a visual direction that’s consistent with the publisher’s signature style, but Humble says this aesthetic approach serves 32 Paradox Interactive (Paradox Tectonic) PC US March (early access) an important purpose. “I wanted a more grounded look,” he says. “The tone I really wanted is just this sense of, ‘Hey, I can really tell a relatable story’, and our style isn’t getting in the way of it or hanging over your head.” Humble doesn’t mention The Sims directly, but the connection is easy to see. Sure, you can try to tell serious stories in The Sims, but when your character wakes up with cartoonish fumes emanating from their unwashed body and greets their loved one with “shalooba farken”, or gibberish to that effect, that style sets distinct limits for the shape your story can take. You have to supply most of the emotional depth from your imagination. Humble and Culver hope Life By You’s stronger sense of realism will help players to create more meaningful, intimate experiences and explore sides of themselves they might not have the freedom to in their real lives. That desire guides everything from building mod support into the game’s early-access release to enabling players to customise populations so that their cities look familiar and representative of their own lives. “Making a life sim means bringing games to the most important thing in the world – our lives – and being able to help players tell stories that they can relate to, that are very personal, that they couldn’t in any other medium,” Humble says. Paradox Tectonic studio chief Rod Humble and Hannah Culver, senior designer on Life By You
Paradox Tectonic promises a seamless world in Life By You. That means, unlike in The Sims 4, you can walk from your house to the beach and get views such as this without loading times or menu hassle 33
H Y P E LIFE BY YOU Those stories play out across dozens of everyday actions, including going to work. Most workplaces and leisure spots in The Sims exist as text-only locations in your imagination, or elaborate-looking buildings you can’t enter – what players call ‘rabbit holes’. Life By You has no rabbit holes: whether your character is buying groceries or going to work, you stay in control, guiding them through every ordinary moment and extraordinary decision alike. Following your character while shopping or going to work may sound mundane, but it’s a significant departure from The Sims, where you can’t control or influence them for long periods. A suite of new interactions and activities opens up when Ronnie clocks in at the gym. They’ve got classes to teach, equipment to clean, colleagues to ignore, and business planning to sort – if they want to. While we suspect you eventually have to do your work “We push as far as we can, until we hit some kind of hard technical or time limit” tasks to remain employed, for now, Ronnie wanders around the fitness centre and chats with an amorous coworker – an interaction that introduces Life By You’s take on emergent storytelling, where contextual factors converge and result in unexpected outcomes. In this scenario, Ronnie picks a rude response while speaking to their colleague, but a combination of his personality traits and environmental triggers means that, rather than being hurt, he actually falls in love with Ronnie a little more. Culver says the goal was to recreate as faithfully as possible the space between chaos and structure that fuels real-life interactions – where you don’t know if the person you greet might offer simple pleasantries or, prompted by circumstances you know nothing about, start sharing their life story. Humble built a fully functional 2D prototype of Life By You at the start of development in 2018 so the team could experiment with this kind of simulation, putting scenarios in the system and seeing 34 how they turned out before tweaking them and adding even more. An unfazed Ronnie heads home for an extended lunch break, stopping outside their house to pick some flowers for an arrangement, which also levels up their gardening skill. The vase they pick is customisable, and the arrangement changes visually depending on which flowers or other greenery you use. That’s merely a fraction of the granular degree of control you’re afforded. Should you have a penchant for, say, seashells, an expansive crafting system lets you create bespoke items from them by mashing them together with anything else that takes your fancy. And if you’re having trouble locating shells – or any other item you might need more of – you can adjust the parameters for how and where they appear, their size and colour, and pretty much everything else about them. “We’ve taken a maximalist approach,” Humble says. “We push as far as we can, until we hit some kind of hard technical or time limit.” It seems Humble’s team hasn’t hit that limit yet. Every item and person in Life By You features modifiable scripts like those shells. You can change your cat, your clothes or your neighbour’s cat’s clothes. You can adjust the size, colour and several other traits for any object you see, or create brand-new ones. You can even build your own expansion packs and share them with friends. While that might sound standard for anyone who’s developed or downloaded custom content in The Sims, here you’re using the same tools as the developers while building directly in the game itself. That removes any compatibility issues between mod and game, letting you pick what you want to change rather than downloading a custom pack in its entirety. There are a few shortcomings and potential sticking points. Dialogue seems flat, and while there are no glaring performance issues in the small suburb we’ve seen, outside the context of a controlled demo there’s no telling how the game’s systems might buckle, particularly under the weight of player-authored elements. If it can fulfil its promise to present a virtual existence in greater depth and detail, though, Life By You could yet grow into the Sims beater its creators are so clearly shooting for. To be, or not to bee Humble and Culver view life sims as a challenging but rewarding genre to work in. “The design questions that come up are different from other games’, like figuring out how many times an elf shoots their bow every second,” Humble says. “This is really important stuff that everybody can relate to – like, how do you like to wake up in the morning? What kind of breakfast do you want?” Culver, meanwhile, explains that everyone on the development team has contributed small details from their own lives, affecting everything from major features such as character customisation to minor options such as the ability to care for bees – which Culver says she would love to do in real life were she not a city dweller.
TOP Gardening, like LBY’s other systems, can stay a leisure activity, help build other skills, or lead to a branching career path. RIGHT If you like the look of someone else’s house and life, you can ditch your character and play as them TOP Context-based conversations sound promising, but the dialogue we’ve seen feels like it needs some livening up. ABOVE Want it bigger? Redder? Less chair-like? Built-in mod support means that you can turn furniture and, well, anything else into whatever you want. MAIN Work in LBY feels like a whole second life. Jobs have multiple progression paths and new skills – or you can simply slack off and mod your employers so that they don’t mind 35
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Your interactions with the world (as the small yellow chap on the right here) are limited to jumping and slapping. Coal Supper is trying to make sure that there’s a punchline of some size for every possible slap-based interaction H Y P E THANK GOODNESS YOU’RE HERE! Yorkshire meets Yharnam in this beautifully animated adventure Developer Publisher Format Origin Release Coal Supper Panic PC, PS5, Switch UK 2024 37
ABOVE The simplicity of interaction allows Thank Goodness You’re Here! to switch perspectives and compositions frequently, as in an animated film, without having to fear the player getting too lost. TOP RIGHT There’s an unmistakeable Englishness here, even with the persistent drizzle you might expect replaced by bright blue skies. MAIN This scene illustrates the quantity of visual gags squeezed into some of the game’s environments. BELOW LEFT The game features a wide range of silly voices, provided by Carbutt, Todd and a handful of other talent, including comedian Em Humble, who you may know from her ‘Every Northern Character In A Musical’ sketch. BELOW RIGHT Thank Goodness You’re Here!’s cutscenes are a consistent delight. Rarely have we been so pleased to have control yanked from our hands 38
H Y P E THANK GOODNESS YOU’RE HERE! W Will Todd (technical lead) and James Carbutt (creative lead) hen we previously showcased some of James Carbutt’s gorgeous artwork, in E390, the accompanying text pointed to a few of his cited influences: Reeves, Mortimer, Aardman. Reuniting with Carbutt and Will Todd, the other half of developer Coal Supper, this list grows substantially. Night In The Woods, particularly the way it’s unafraid to switch compositions. The Beano, via its more (or arguably less) mature relative, Viz. Adventure Time, and the accompanying wave of CalArts animation. Monty Python. Kes. “The pitch was Where’s Wally, but every character has something to say and do,” Carbutt says. “That was the image in my head, anyway.” “The image in my head,” Todd interjects, “was Bloodborne. It was going to be a 3D action RPG. And you’ve slowly worn me down over time.” He jokingly asks Carbutt when the game’s combat system is going to be implemented. Strange as the comparison might seem, though, Todd is straight-faced – at least for a moment. “The perfect game for me is zero gameplay,” he says. “You just walk around and press the interact button and a strange, hooded figure says some bizarre non-sequitur and then laughs maniacally.” That’s not a hugely inaccurate description of Thank Goodness You’re Here!, albeit with Yharnam swapped for the sunnier Barnsworth, a pastiche of the pair’s Yorkshire hometown. Its inhabitants are just as odd, in their own ways. The gardener who speaks in constant, accidental innuendos. The fishmonger whose produce all have cigarettes dangling from their pouting lips. Rog the veg-flinging greengrocer, with his Ernie-shaped yellow head and a rage problem caused, as shown in a smash-cutting flashback, by a life of constant humiliation at that oversized cranium. You encounter these townsfolk while completing odd jobs for them, providing a sort of sketch-show structure propped up by the main narrative: a salesman killing time before a meeting with Barnsworth’s mayor. Carbutt makes the comparison to Life Of Brian, but while the emphasis is firmly on the silliness, Todd hints at a “deep lore” underpinning the whole thing. “We decided not to attempt this big, grand narrative that was told very explicitly. There’s not necessarily a lot of drama explicit in the text – it’s more that stuff is alluded to.” He adds, with mischief in his voice: “Little bit of narrative depth for the boys.” There’s that Bloodborne influence at work, then, and Todd hints that the game might head more in that direction as the story develops. “We didn’t want to go psychedelically trippy straight away. Let’s start grounded, and get weirder over time.” Naturally, Coal Supper isn’t gunning for quite the length of your average FromSoft game – though that wasn’t a foregone conclusion. Todd remembers planning for around 40 hours, “naïvely”; the figure Carbutt has in his head is 18. “Then I think we pitched 12, or ten. Or eight. It was incrementally going down every time.” Todd recalls the preproduction planning: “‘James, how long does it take for you to draw a little man? And if there are a hundred little men, all with silly “James, how long does it take for you to draw a little man? And if there are a hundred?” voices…’ Then we’d look at the spreadsheet and it’s like, ‘Predicted launch date: 2045’.” A longer game would have been possible, Todd explains, but only by “reusing stuff and lowering the fidelity”. This would go against what makes Thank Goodness You’re Here! so thrilling: the density of jokes, waiting not only in the beautifully produced cutscenes but in the Simpsons-style sign gags and incidental dialogue. To keep up the momentum, a planned focus on puzzles has been scrapped. “It was unclear how that was going to amplify the stuff we’re good at,” Todd says. “We didn’t want it to be, like, the next joke is locked behind these match-three games or whatever.” For all the unexpected parallels to Bloodborne, the biggest divergence might be that Coal Supper is aiming for a frictionless experience – one that can be enjoyed over a couple of evenings, ideally with someone who might never touch the controller but can share in the laughter. “We don’t want it to outstay its welcome,” Todd says. From what we’ve seen so far, that seems highly unlikely. Funny feeling Testing jokes is a difficult process, especially when they’re reliant on the delivery of visuals and voiceovers, as is the case here. Carbutt and Todd have decided they can only rely on what makes the two of them laugh – which sometimes means starting with the punchline and working backwards. “‘What if there’s a big pie?’ ‘Oh, yeah, that’s going in, definitely!’ Now, how could that possibly translate into gameplay?” Carbutt explains. “Sometimes it’s just a turn of phrase that we like. There’s this whole sequence in the game that was built around this disgruntled handyman finding his tools. At one point, Will just went [adopts a broad Scottish accent] ‘Oh, a fine scene – catch of the day!’ And that was enough for us to be like, ‘Right, let’s work for years on that’.” 39
Developer Blackbird Interactive Publisher Gearbox Publishing Format PC Origin Canada Release February HOMEWORLD 3 Adagio for heartstrings O ur resource controller, a slice of Homeworld’s utilitarian but sleek geometry, floats near a debris field. Smaller resource collectors swarm around it, their orange beams siphoning material that will feed our research and build queues. They are guarded by interceptors, mainstay of this series’ dogfights for nearly 25 years. We hit the spacebar, listen for the thrum as the view pulls back into the sensor overlay, and survey the tactical map. Enemy icons have appeared. We scramble our interceptors. Engine trails dance against the glow of a nebula, as the unit chatter grows urgent and Paul Ruskay’s score transitions from synths to percussion. Perhaps more than its genre-defining space combat, full 3D, intuitive UI or persistent fleets, Homeworld is remembered for its atmosphere. There is something conjured up by the hard sci-fi aesthetic, the Middle Eastern influences, the minimalist cutscenes, and the detached professionalism of your advisers, contrasted with the frantic pace of battles, that hasn’t quite been replicated anywhere else. While we know little about the campaign The additions are reasons to throw more at you and give the series new depth (see ‘Home and away’), it’s a relief to find that atmosphere recaptured so completely here. The simple ingenuity of Homeworld’s structure returns. Hotkeys that streamline rote actions such as harvesting; control groups that make it easier to manage a varied fleet through the rock-paper-scissors game of matching ally ship strengths to enemy ship weaknesses, formations and behaviours; the frugal unit cap; the ebb and flow of zooming out to issue orders and in to follow a ship to victory or demise. But there are also subtle additions. Unit chatter is dynamic, with units reacting differently to a changing situation: pull a 40 resource collector’s escort away and you will hear about it if they come under fire. While the XYZ-axes movement wheel is present, certain strategic points are circled and units can be dispatched there with a click on the circle. Camera controls have been refined, making it harder to accidentally issue commands or unintentionally pan out of the play area and easier to move through it. The tactical pause returns, but it’s supplemented by four game speed options (disabled in multiplayer). Other additions are more substantial. The majority of our session is focused on War Games, a PvE Roguelike mode that can be played alone or cooperatively with up to three players. Players work against timed enemy waves to complete a series of randomised objectives, from escorting a VIP to capturing a location. Even with an experienced Gearbox player carrying the day, these test our abilities. Matches comprise three levels, with the last culminating in what Gearbox is loosely calling a boss fight – in our case, a face-off against a powerful battlecruiser. During a match, artefacts can be collected to buff and debuff, or even unlock, certain units. At the end of a match, a permanent reward is earned, which currently takes the form of artefacts and different starting fleets for the next round. Missions take place on battlefields that offer a surprising variety of level design, including debris fields, mining facilities and giant megaliths. These structures reshape levels from mere spherical space into tactically varied playgrounds, presenting new options for subterfuge and cover: fly a squadron through a facility to flank an enemy, for instance, or hug a monolith to protect your capital ship from enemy fire. The additions neither undermine the feel of Homeworld nor make it easier. If anything, they are reasons to throw more at you and give the series new depth. There might not be opportunities for it to be as revolutionary as the original, which was a lightning-in-abottle moment, but this sequel is on course to offer the best kind of homecoming. Home and away BBI and Gearbox are tight-lipped on Homeworld 3’s campaign, but we know it’s set a century after the golden age triggered at the end of Homeworld 2. Karan S’Jet, merged with the original mothership as its Fleet Command, has disappeared and the Anomaly has emerged in her wake, this strange phenomenon swallowing up the galaxy. Meanwhile, the new Incarnate faction forces the Hiigarans, series protagonists, to enter Anomaly space. Karan’s great-greatniece Imogen S’Jet continues her legacy and merges with the new mothership KharKushan as its Fleet Command. Many plot points are unclear for now: who are the Incarnate, what is the Anomaly, and does Hiigara face a new exodus? Hopefully, the involvement of original Homeworld writer Martin Cirulis will provide some intriguing answers.
TOP The cinematic camera focus can be used on any ship, whether friend or foe. ABOVE It’s testament to the improved controls how sparingly we use the sensor overlay during our demo. FAR LEFT Homeworld 3 supports ray-traced shadows, but it is a captivatingly presented game even in their absence. LEFT The Incarnate battlecruiser is tough, even for our very loud and artefact-buffed frigates, and bears a curious resemblance to Homeworld 2’s Sajuuk ship 41
Developer/ publisher Polyarc Format PCVR, Quest Origin US Release TBA (Early Access out now) GLASSBREAKERS: CHAMPIONS OF MOSS There’s nothing mousy about this VR multiplayer spinoff W Among the cosmetics on offer in the game’s shop are new masks for your avatar. When that’s all you can see of another player, it’s a remarkably effective change 42 hen you’ve found success in VR – that rarest of things – with a pair of charming fairytale adventures, a free-to-play miniature MOBA might not seem the most obvious next step. It’s a tough field for new multiplayer games right now, let alone ones that have a pricey headset as an entry requirement. Then again, given that its three founders left jobs at Bungie to set up a specialist VR studio, taking risks is nothing new to Polyarc. And it is, at least, being careful to build on its prior achievements. As the somewhat unwieldy subtitle suggests, this is a Moss spinoff, where you once again find yourself in the role of The Reader – or rather, A Reader, given that this time there’s another ghostly mask looking at you from across the table. Quill, though, Moss’s beautifully animated rodent companion, has been replaced. Instead of the mighty mouse, you manage a team of three Champions, assembled from a small (in more ways than one) roster of common class archetypes redrawn as rodentia. Gwendoline, for example, is a guinea pig – and thus, by the standards of this world, an absolute unit. Accordingly, she’s placed in the tank role, with an enormous health bar and a cooldown ability that can suck up damage directed at her more fragile teammates. Filling out your Polyarc has been gradually adding new Champions to Glassbreakers during its Early Access period, including Mojo, whose “get over here”-style special ability can upset the entire positioning game
Chetleif, the spiky swordsman on the right here, is a resident of the Mire Temple glimpsed in the original Moss, whetting the appetite for a potential return to these locales team might be Rees, the dormouse healer, and roguish, ratty archer Brel. Elsewhere, the character selection is used as an opportunity to expand this world beyond the bits Quill was able to visit on her adventures: monastic gerbils hailing from an unexplored mountain region, an order of ‘Torched Knights’ who seem to be this universe’s equivalent of the Sith, even Gwendoline is a guinea pig – and thus, by the standards of this world, an absolute unit jailbroken versions of Moss’s automaton enemies. They’re all realised with Polyarc’s trademark care, the 3v3 skirmish setup giving them the feel of animated miniatures – something that’s underlined by the gorgeous physicality of Glassbreakers’ menus (see ‘Handled with care’). Knowing when to unleash each character’s special abilities seems core to strategic success; in practice, though, we generally end up hammering our team as soon as they’re ready That tangibility is the game’s strongest argument for your attention in a crowded market. The way you’re embodied in these games has always been one of Moss’s great strengths, and it’s a joy to identify real players from bots here by how their glowing-orb hands respond to our waves and mimes. It’s worth watching those hands throughout, in fact, as Polyarc promises that high-level play will rely on feints. We don’t quite achieve that degree of skill in our handful of matches, but it’s immediately clear that the way a player is pointing their troops makes a huge difference – because you’re playing on such a tight board. The players’ bases, which consist of three towers that must be defended (or destroyed), are a stone’s throw apart. Meanwhile, off to the left and right jut small annexes that might hold a control point, rewarding the occupier with a buff that can be slotted into one of their Champions, or a ‘Swaying Stone’ which, once destroyed, will weaken the opponent’s towers for a limited time. This results in excitingly frantic matches, where dexterity can be as important as strategy. Units with power-shot abilities fire along a line of hexes, or explode in an area of effect, leaving quickwitted players a narrow opportunity to dodge, while mastering the game’s gestures to summon your troops back to base will pay dividends in clutch moments. The flipside of all this, however, is that we’re never quite sure how much tactical depth lies beneath the flurry of action. That small playspace is constant between matches, varying only in which side-objectives spawn where, and we don’t see a single game tip back in the favour of the player who first loses a tower. It’s such a novel mix of multiplayer RTS and physical boardgame that we don’t much mind, but it’s the kind of thing that will matter in the longer term, given the brutally competitive space it’s entering. Fingers crossed, then, that Polyarc has another surprise stratagem up its collective sleeve. Handled with care We’re rarely pleased to see a battle pass these days. Glassbreakers’, though, makes scrolling through its rewards (in-game currency, decorative banners, cosmetics for your little warriors) a pleasure, simply by placing them on a spinning wheel that you can whizz through by grasping the handles in your hand. The rest of the lobby screen, which plays out in a mezzanine overlooking the library reading room from Moss, is a similar delight. Different parts of the menu are triggered with buttons that click like a typewriter. Matches and purchases are picked by placing a totem on a plinth. And it’s all but impossible, when switching out characters by picking up their models, not to take a moment to hold them up to your eye and study them. 43
Developer Ahr Ech Publisher Devolver Digital Format PC, Switch Origin US Release Q1 2024 PEPPER GRINDER A platformer that won’t put you through the mill H ere’s a tip for indie developers seeking a publishing deal. Put an unconventional weapon in your game, one that also serves as a method of traversal, and there’s a fair chance Devolver Digital will be interested. To the likes of Olija, Boomerang X and Gunbrella we can add Riv Hester’s platformer, in which prospector Pepper uses her drill Grinder to get around and defeat the enemies guarding her stolen treasure. Which isn’t to say that it was a conscious consideration on Hester’s part. “That might have had something to do with why they were so excited about signing me on,” he smiles. “But I don’t think I’m that smart about strategising.” It helps, too, if you share a residence with someone developing a game for the same company, whose director of publishing happens to be visiting when you’ve just parted ways with your previous publisher. “One of my housemates was in the middle of making Gato Roboto,” Hester recalls. “I went out on the back porch and told everyone, ‘Well, I split from my publisher’. JR from Devolver was there, and was like, ‘All right, pitch us up’.” Development began with an idea to combine Ecco The Dolphin with Dig Dug That stroke of good fortune came when Hester’s drill had met its first bit of resistance; he cites “creative differences” as the reason for the separation. “The mentality was: we’re gonna mentor you and make this game the best it can be together, even if it’s not really the game you want to make any more.” The relationship with Devolver, by contrast, has “felt really positive and healthy”, he says. His recipe has been liberally seasoned with ingredients from the platform genre’s past and present. Development on Pepper Grinder began, he says, with an idea to combine Ecco The Dolphin with Dig Dug – “I wanted to get that smooth, dolphin-like movement, and combine 44 it with something more solid so there’s an interesting interplay there.” There’s a similar sense of momentum to Ecco in the way you tunnel through rock, arcing up, out and back down into the earth, but with a little more bite and a little less grace and fluidity, reflecting the nature of the tool you’re steering. It’s unconventional rather than unwieldy, and should be rewarding to master – though Hester acknowledges that not everyone will get to grips with it quickly. As such, his game is pitched at a slightly lower level of difficulty than his inspirations. “The time-attack challenges on your second time through, those are gonna be a little tougher. But yeah, difficulty-wise it’s low floor, high ceiling.” In striving to capture the sensation of wielding a powerful tool, Hester wanted to lean on more contemporary techniques. “Part of it is definitely screen shake,” he says. “I am a screen shake liker.” Recognising that not everyone shares his fondness for the technique, he notes that it can be reduced or turned off. Which puts the emphasis on the crunchy audio design instead; carving through rock has seldom sounded quite so satisfying. “It’s a mix of electric drills and chainsaws,” he says, “which might not make sense but it sounds and feels good.” Controller feedback is a factor, too – though Hester jokingly laments that it’s not the same as the rumble pack bundled with Game Freak’s cult GBA hit Drill Dozer. It’s structured, meanwhile, like a vintage side-scroller. Borrowing, Hester says, from Super Mario World, Yoshi’s Island and the Donkey Kong Country games, Pepper Grinder has a world map from which you access the various levels – including hidden stages. The level progression, too – “how those games introduce and build on mechanics” – draws from those 16bit hits, as well as their modern descendants. In particular, Hester praises the “neat, fun, engaging pace” of the levels in Retro Studios’ Donkey Kong Country Returns and Tropical Freeze. “So, yeah, just kind of aping all my favourites,” he deadpans. Drill commands It’s been seven years since that initial Eccomeets-Dig-Dug spark, but Hester says he hasn’t been working on Pepper Grinder full time for that long – only since he signed on the dotted line with Devolver. Since posting a GIF on Twitter that “started everything snowballing”, and drew the attention of his former publisher, the drilling mechanic has, he says, become more flexible. “It was closer to Ecco The Dolphin – that big arc where you drive yourself up out of the water, that’s initially what I was doing, too. There’d be a skill component of [having] to be at just the right angle.” In the near-finished game, there’s much more air control. “It’s more focused on reacting to things on the fly, which gives a more frenetic, action-y feeling to the movement.”
LEFT “It’s definitely more involved than I initially meant it to be,” Hester says of Pepper Grinder’s story. “But there’s no dialogue – it’s all little vignettes with pantomime [gestures], and the rest is done through worldbuilding. So the story is elaborate in my head, but you’ll only get hints at what’s going on.” BELOW Whereas jumps had more of a fixed arc in early versions of the game, you now have more control over your trajectory in mid-air ABOVE Pepper can plug her drill into all manner of things, from weapons to this shop’s capsule machine. RIGHT You’ll need to find a way to get underneath this beetle boss and target its soft underbelly – though the pilot of this oversized insect is your real target here 45
Developer Odd-Meter Publisher 11 Bit Studios Format PC Origin Russia/ Kazakhstan Release Q1 2024 INDIKA Breaking the habit T he debut trailer for Odd-Meter’s second game – following firstperson VR shooter Sacralith: The Archer’s Tale – could hardly do a better job of announcing that this is no ordinary thirdperson narrative adventure. It’s there in its unusual visual presentation, from claustrophobic close-ups of the eponymous nun that recall nothing quite so much as Darren Aronofsky’s Mother to sudden freezeframes and eccentric camera angles: one shot looks up at Indika from a swaying bucket as she carries it through a courtyard. And it’s glaringly apparent in its soundtrack, which begins with jittery percussion, before incorporating off-kilter brass parps and shrieking, horror-movie strings. It’s a purposely unsettling watch for what promises to be a intense experience. Which, at least in part, reflects the circumstances under which it has been developed. Originally hailing from Russia, director Dmitry Smetlov and his 16-strong team were forced to relocate to Kazakhstan last year, when Russia invaded Ukraine: the “emotionally overwhelming” process, Smetlov says, took almost six months, all told. In a YouTube video message, he denounces the “pointless, crazy war… started [by] criminals”, recognising that his political views would see him and his colleagues considered traitors – a result, he says, of “political infantilism rooted in Russian Orthodox culture”. (Separately, his condemnation of Putin and the effects of Russian propaganda is even more strident.) Even after such a forceful reproof, Smetlov expresses his concern about feeling like an apologist for his country by developing a game that seeks to explore Russian culture in all its complexities. Indika had been in development for some time when the Ukraine conflict escalated, but now its themes seem all the more pertinent. Discussing the tenets of 46 Russian Orthodoxy, he cites “obedience, patience, constant repentance, turning into almost self-hatred”. Who better, then, to explore those ideas than a pious-seeming nun – albeit one who secretly communes with a chort, or demon. This devil on her shoulder is her companion for a surreal, satirically tinged story that promises to explore the constraints of Church doctrine – in ways intended to reflect Smetlov’s own The devil on Indika’s shoulder is her companion for a surreal, satirically tinged story religious upbringing, but refracted through a 19th-century lens. Talking us through the game, Smetlov, self-effacing to a fault, describes it as “a slowpaced adventure game, with lots of cutscenes, dialogue and puzzles – sorry, very easy environmental puzzles”. Przemek Marszał, CEO of publisher 11 Bit, interjects with an apology of his own. “Sorry to break in, but I think Dima is downplaying the game a lot,” he Marszał loses the run of himself when describing the atmosphere generated by Indika’s setting, enthusing for a good two minutes about details such as snow crunching underfoot and the way the protagonist’s clothes move. “It’s an exotic space that has a huge amount of beauty and uniqueness,” he smiles
LEFT It’s hard to know how seriously to take Smetlov when he claims that the game originally had “at least ten times more puzzles”, but the gist of the matter is that anything that added nothing to the story was deemed surplus to requirements Match made in heaven Smetlov won’t be drawn on some of the more provocative questions raised by Indika, partly because they “might sound vulgar” out of context, and partly because “some of the words aren’t [easily] translatable from Old Church Russian” laughs, explaining that some puzzles have been removed or simplified to emphasise the game’s other strengths. He says Indika’s spaces are designed to provide “an extremely strong and immersive environment that has a huge amount of beauty and uniqueness in it”. The aim, he adds, is to make the player feel “amazed around every corner”. Smetlov modifies his initial statement, suggesting it’s more that anything that detracted from the atmosphere or narrative was adjusted or removed. “The story is the king of the game,” he says. As such, and to reflect the internal discord of both developer and protagonist, Smetlov says it was important to reflect the time and setting authentically, but also to find ways to subvert it. “Some parts of the game are very accurately reproduced,” he says, particularly with regard to religious details. “But at other points, we decided to make it grotesque, even like a fairy tale.” Well, there is, after all, a demon involved, one whose constant needling of Indika is designed to provoke players into considering their own feelings on the themes. “There are some really intelligent questions in there,” Marszał says. “The discussion is not only with Indika – it’s a discussion with the player.” Given the lengths to which OddMeter has gone to bring this to fruition, it’s a fair bet that it will have plenty to say. Odd-Meter was two years into developing Indika when Smetlov first met with 11 Bit. “I don’t have like a special love story about our first date,” he smiles. “It was pretty regular. We sent a pitch deck – we’d had dozens of different interviews, but I remember [thinking] it was the first time I’d seen such nice guys on the screen. And it seemed we had similar values, so I decided that maybe this was our option.” Marszał and Smetlov’s shared background in architecture was a common factor, while 11 Bit’s goal to create “meaningful games”, as outlined in E391’s cover story, aligned with Smetlov’s desire to make something “that is not just entertainment, but deeper, more serious”. 47
ROUNDUP ROMAN SANDS RE:BUILD Developer Arbitrary Metric Publisher Serenity Forge Format PC, PS4, PS5, Switch, Xbox One, Xbox Series Origin US Release TBA BROKEN ROADS Dev Drop Bear Bytes Pub Versus Evil Format PC, PS4, PS5, Switch, Xbox One, Xbox Series Origin Australia Release Early 2024 In contrast to Paratopic’s slow-percolating dread, Arbitrary Metric’s latest delivers an anxiety attack as you fulfil the needs of a capricious clientele in a luxury resort caught in a time loop. Capturing the horrors of working in the service industry while satirising modern game design, it’s abrasive stuff. RESISTOR Developer Long Way Home Publisher PQube Format PC, PS5, Switch, Xbox Series Origin UK Release TBA Late delays for games aren’t uncommon nowadays, but a postponement of several months when review code has already been sent out is somewhat rarer, and raises serious questions. A week after Steam keys for this Fallout-inspired CRPG reached reviewers, two Edge acquaintances reported that it was in a shambolic state – a byproduct, the developer’s apologetic statement suggests, of its ambitious scope. That its myriad bugs are now being squashed is good news for players, but of little comfort to freelance critics who wasted several days during busy season on a game demonstrably nowhere near launch-ready. PERSONA 3: RELOAD Dev P-Studio Pub Sega Format PC, PS4, PS5, Xbox One, Xbox Series Origin Japan Release Feb 2 Though the PQube name isn’t one you’d ordinarily associate with action on four wheels, Inertial Drift proved it knows what makes a good racer. This odd blend of narrative adventure and Burnout-style vehicular combat features some of the most satisfying rear-end shunts this side of Wheelman. LAYSARA: SUMMIT KINGDOM Developer Quite OK Games Publisher Future Friends Games Format PC Origin Poland Release Early 2024 The preference of the true Persona connoisseur, or simply the contrarian’s choice? Atlus’s remake should help settle once and for all the argument of whether the third in the series is superior to its successors. Reload will probably feel fresher to those who first experienced the game in its relatively compact portable form, but with new social stats, expanded dormitory sections and more besides, this isn’t merely a cosmetic upgrade to the PS2 original either. 48 Originally planned for launch before Christmas, this vertiginous town-builder has had its Early Access release put back. Settling on a mountain has its advantages – those views – but we find ourselves worrying about our citizens’ uphill treks to market. At least the journey home will be swift.
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VIDEOGAME CULTURE, DEVELOPMENT, PEOPLE AND TECHNOLOGY 94 68 86 78 124 52 Winds Of Change 68 Womb With A View 78 Collected Works: Keiichiro Toyama 86 The Making Of… Pentiment 94 Studio Profile: Team Reptile 124 Time Extend: Prey 52
Game Where Winds Meet Developer Everstone Studio Publisher NetEase Format PC, consoles TBA Release 2024 52
S D N W I OF Exploring Everstone’s extravagant plan to pu t China at the centre of the open-world map By Simon Parkin 53
WINDS OF CHANGE n a hilltop overlooking the lingering plains of Qinghe, the brightest and most beflowered vision of the Chinese countryside a person could imagine, there stands an academic archer. Feng Jishen wears flowing robes to match the waterfall of sleek black hair that spills from his topknot. He came to Qinghe, he explains to your character, a lithe and acrobatic swordsman with a generational score to settle, to study the local flora and fauna on the bidding of his tutor. But as he stood here, watching the birds fly lazy circles on the updraft, Jishen decided to try out his newly made bow and his newly made theorem that, using an obscure move from Wuxia, the mystical, physics-defying martial arts powers that define a vast and ever-popular genre of Chinese cinema, he might slow time to better strike moving targets. Jishen challenges you to a nature-off: shoot down more birds than him within the allotted time and he will gift you his notebook containing the secret knowledge to keep forever. Arrow-time, as this pre-industrial revolution form of bullet-time might be described, is a staple of most videogames that place any sort of emphasis on ballistics. But in Where Winds Meet, a lavish open-world game from a Chinese team with, it feels, a great deal to prove, this magic seems entirely in keeping with the tone and mythos of its reality. This is a world defined not only by lily pads and swaying reeds, by fields of ostentatiously colourful blooms and giant ancient statues, but by physical sorcery. Still Water, as the time-slurring move is known, is just one option on an overwhelming menu of ‘Mysteries’ available to your character, clandestine skills that subvert, exaggerate, or upturn the rules of the physical world, often in delightful ways. Some of these moves, which must be learned by first convincing different characters in the world to impart their knowledge, have the subtle intimacy of a close-up card trick. Chi Grip, for example, allows your character to summon distant objects to his hand 54
IN SICKNESS A N D H E A LT H Where Winds Meet features a fully developed disease system which can affect both the player character and NPCs in the world. Your character might catch a cold if they move between areas with different climates too quickly, or break their bones by falling from too great a height. Animals too can become ill and require diagnosis and treatment. Some diseases are temporary and will pass with time; others can become more serious if not properly treated. Ailments are not purely physical, either: the player can also suffer mental illness, perhaps coming to view themselves as an animal, mimicking its movements and actions. If you contract rabies from a wolf bite, you will need to seek out a doctor and receive the proper medical treatment – from either an NPC in singleplayer or a real person with the right training in multiplayer. As players learn new abilities, so the range of character builds expands. As many as ten Mysteries can be equipped, and the combination of martial arts used can profoundly alter the feel of combat 55
WHERE P L AY E R S MEET The scale of Everstone’s ambition is made clear in the game’s fully featured multiplayer mode, which, as in Red Dead Redemption and Grand Theft Auto V, is set within the same game world as the main campaign but delineated as a separate mode. Players will be able to found clan-like organisations such as a security service that chaperones other players, or together run a tavern, strengthening their organisation’s reputation in the world through collaboration. “You can have an identity in the Xxxxx xxxxx xxxxx martialxxxxx arts world, such xxxxx xxxxx working xxxxx xxxxx as a doctor, with xxxxx xxxxx xxxxx xxxxx other doctors to treat sick xxxxx xxxxx xxxxx players,” Lyuxxxxx explains, xxxxx xxxxx the xxxxx “or playing rolexxxxx of a xxxxx xxxxx xxxxx xxxxx shadow knight in the xxxxx xxxxx xxxxx martialxxxxx arts world, fighting xxxxx xxxxx injustices forxxxxx otherxxxxx players, xxxxx xxxxxchivalrous xxxxx performing acts.” 56
WINDS OF CHANGE Development began in 2019. Since then the team has grown in size from 12 to more than 200, demonstrating NetEase’s eagerness for the project to succeed in a challenging genre with a subtle flex of the fingers. You learn the trick while observing a drinking competition in a boozy village. As one competitor, seemingly unaffected by the yards of ale he’s consuming, challenges passers-by to drink him under the table, another spectator conspiratorially points out the box of alcohol-nullifying pills he’s been gobbling before each swig. You Chi Grip the pills into your hand, expose the competitor’s scam, and watch as he’s chased from the village. Other Mysteries are anything but subtle. Take Sword Flight, for example: the ability to launch yourself into the sky, then tear through the clouds like a dragon to cross vast distances of the game’s five-kilometre-square map. Or Death Fog, which fires a poisonous fog in front of your character potent enough to “sever the veins” and “dissolve the bones” of low-level enemies, in the game’s rather gruesome description. You might use Chi energy to cause an explosion in a lake that allows you to gather up the fish, or Dragonfire Spitting, whereby you take a swig of alcohol then set fire to your breath to ignite grass, or Boundless Shift to lift a charging bear into the air then hurl it against the rocks that block the entrance to a cave. “Traditionally, kung fu has predominantly been employed only for battles in games,” notes Chris Lyu, Where Winds Meet’s lead designer at Hangzhou-based developer Everstone Studio. “In our imagination, however, the authentic martial arts realm isn’t merely concerned with combat. These skills have multifaceted applications, with intriguing results and influence. Our emphasis lies in leveraging kung fu for exploration and puzzle-solving.” There are dozens of these mystical skills waiting to be learned and unlocked, then equipped to one of the ten action slots for quick-fire deployment – just one of several design features in Where Winds Meet that feels decidedly MMOish in its inspiration. This is principally and obviously an China-themed martial arts game. The opening feels like the cinematic preface to a high-budget historical action film: here you play as Jiang Yan, a swordsman driving a horse through a forest, firing off arrows to take down pursuing enemy riders. Eventually you emerge into a brightly coloured field for a face-off against one of the emperor’s generals. Only in the aftermath of battle do you realise your character was carrying a baby inside the folds of his cloak the entire time. Cut. The game proper begins 20 years into the future: you play as the baby, now a young warrior, searching for what happened to Yan, your adopted father and the man who saved your life. Where Winds Meet’s martial arts credentials aren’t limited to its premise or appearance. It’s especially clear in the immense array of weapons on display, which offer obvious specialisations such as swords and spears, but also more arcane, Chinese-specific options such as fans, umbrellas and Mo swords. The combat capabilities of your character – whom you are free to design and name however you choose – alter with different weapon choices, as does the feel of combat according to handling, weight, speed and range. In a world infused with kung fu elements, choosing to go unarmed is also a legitimate strategy. Hand-to-hand combat draws influence from the Qigong techniques popularised in the west by Ang Lee’s film Crouching Tiger, Hidden Dragon and Zhang Yimou’s House Of The Flying Daggers. The Magic Hand skill enables you to paralyse enemies before you engage them in combat, by, in the game’s description “inspecting their meridians and sealing the major acupoints”. The 200-strong team at DE ATH FOG IS POTENT ENOUGH TO “SE V E R T H E V E I N S” A N D “ DI S S O LV E T H E BON E S” OF LOW-L E V E L E N E M I E S 57
WINDS OF CHANGE Everstone has also included less familiar techniques, including what it refers to as ‘animal styles’, derived from simulating the hunting behaviour of creatures in nature, resulting in actions such as Lion Roar and the somewhat less majesticsounding Golden Toad Leap. Tai Chi techniques seek to channel the power of enemies’ attacks to counter them, while the fire-breathing acrobatics that appear in the game are derived from kung fu displays of traditional Chinese street performers. Other moves appear to be lifted from the videogame canon: later in the game it’s possible to triple jump before delivering a kind of Super Mario ground pound. Taken together, these diverse abilities give the game a feel that is utterly fresh – as well as one that is meaningful to anyone steeped in the tradition. “Players well versed in Wuxia culture can both explore the world more efficiently and also appreciate a profound cultural resonance,” Lyu says. The game is not only conspicuously Chinese in its tone and aesthetic but also in the timing and circumstance of its arrival. China is the world’s largest videogame market by player numbers, and beyond that Chinese investment companies own, either in part or wholly, many of the world’s best-known videogames. Fortnite, League Of Legends, Clash Of Clans, PUBG and Call Of Duty are all household names, played by people of all ages and in all places, but none of them would be considered Chinese games, so much as games made and run by the studios in which China holds a stake. China’s turbulent history and rich, vivid landscapes have often featured in games beloved by western players before, but they have usually been Japaneseengineered productions such as the Romance Of The Three Kingdoms series, Sega’s Shenmue II, and Koei Tecmo’s recent Wo Long: Fallen Dynasty. There has long been a cultural disconnect between the games Chinese people play and the games Chinese companies fund, so often made by overseas studios for overseas audiences. Honor Of Kings may be the most played videogame in the world, but you’ll struggle to find a bleary-eyed commuter on the New York Metro or London Underground logging in for a daily preoffice ritual. The reasons for the divide are complex and historical. The Chinese game scene has grown out of a different ecosystem – online competitive titles played in Internet cafes, and mobile experiences that adopt free-to-play and pay-to-win financial models – which many western players dislike and some simply do not trust. The scandal that surrounded 2022’s Diablo Immortal, a Chinese mobile game based on a wellloved western property, is a clear example of how the cultural differences between western and Chinese tastes can clash in high-profile, expensive ways. And yet Chinese companies in general – and Where Winds Meet publisher NetEase in particular – are making clear moves into making the kinds of games customarily associated with Japanese and western studios. None make these ambitions clearer than this extravagant, lavish, highly engineered game, which takes the scale and texture of Elden Ring, The Witcher 3 and Red Dead Redemption, and strains such influences through the veils of Chinese lore and aesthetics. This is a game that draws upon Chinese history, Chinese martial arts, Chinese tone, and Chinese geography, all underpinned by game design foundations laid down and perfected by overseas companies. It is, it turns out, a potent recipe. “We are firm believers that an openworld game offers players unparalleled freedom and gives us ability to seamlessly incorporate a vast array of content,” TA I CH I TECH N IQU ES SEEK TO CHANNEL THE POWER OF ENEMIES’ ATTACKS TO COU NTER TH EM 58
The game’s many constituent parts fit together to form a unique character. “The combination of ‘martial arts’ and ‘open world’ should be so intertwined that removing either element would render the entire experience incomplete,” Lyu says 59
HAND O R H E A RT Your choices will not, it seems, directly affect the main storyline, which tells a preordained tale. But Lyu is keen to emphasise Where Winds Meet’s open-world credentials, and the fact that player agency can affect the journey, if not the ultimate destination, in many subtle ways. “Within various side missions, players can employ the martial art prowess and skills that they have learned to swiftly defeat the enemies and attain their objectives,” he says. “Or they can also choose to negotiate and use the power of persuasion to avert conflict. Players may even choose to utilise their medical expertise to treat adversaries, thereby resolving a conflict and potentially cultivating a sense of trust and creating an ally out of an enemy.” “‘WHERE WINDS MEET’ REFERS TO A MOMENT WHERE THE COLLISION OF I D E A S D R OV E H U M A N K I N D F O R WA R D ” FROM LEFT Cory Chou, (technical director), Leanse Lee (engine technical director, Chris Lyu (lead designer), Beralt Lyu (producer), and Goff Lee (art director) 60
WINDS OF CHANGE explains Lyu, who believes the team’s vision of freedom and variety starts with the game’s title. “Wind is a symbol of freedom, which is difficult to capture and has infinite possibilities,” he points out. “The plurality of wind represents a gathering of people with different ideas, organisations with different visions, as well as players who are different and diverse, all in this turbulent era of Chinese history. We want these harmonious yet different things to meet, collide, and fuse together in the game.” The team’s choice of era is thematically meaningful, too. Most games set in historical China feature the prosperous Tang and Song dynasties, the turbulent Three Kingdoms, or the Yuan, Ming and Qing dynasties. To make the game stand out, Lyu and the team opted for the lesser-known era of the Five Dynasties and Ten Kingdoms, a chaotic 50-year period in the tenth century, nestled between the prosperous eras of the Tang and Song Dynasties. “As the chaos of the era neared its end and a new era of prosperity loomed on the horizon, the once-revered heroes faded into the obscurity of war, making way for a generation of emerging heroes,” Lyu says. “This unique allure of an era characterised by such complexity gave rise to a remarkably diverse and inclusive culture. For us, this era proves to be an intriguing and fertile ground, offering space to explore and express ideas in terms of artistic design, narrative and player experience. In this sense, ‘where winds meet’ refers to a moment where the collision and intersection of ideas drove humankind forward.” This marriage of historical authenticity (as in the recent Like A Dragon: Ishin!, the game mixes historical figures and invented characters) and magical fantasy has proven reliably fertile ground for videogame designers. Qinghe is the hometown area, sparsely populated, with pastoral, expansive fields where swaying grass covers the scars of old battles, and wisps of purplish smoke rise on the horizon. This is a world of rural trundling, dependable seasons, honest work, and modest, usually alcohol-fuelled ways to unwind. The settlements here are sparse; their people live simply. Later, 61
WINDS OF CHANGE apparently, players will have the chance to visit cities such as Kaifeng, one of China’s eight ancient capitals, densely populated and sophisticated. The team intends for the map to grow and develop post-release, too, suggesting the arrival of more missions and multiplayer-focused incentives to keep people playing. And yet, urban or rural, crowded or forsaken, wherever you travel in this world, magic carries on the breeze. For example, you can traverse on horseback or other kinds of familiar mount. But as you increase your affinity with each of the game’s regions by completing missions and activating warp-point-style boundary marker stones, you earn the right to use a wide range of mystical traversal techniques, known here collectively as ‘Qinggong’. These see the protagonist sprinting across the surface of bodies of water, his body a kinetic blur, racing up sheer cliff faces, or even simply launching into the air and, with a flutter of a paper fan, hovering high above the landscape, looking out for points of interest. In battle, too, the game balances the physical and the mystical, and wears the influence of FromSoftware’s oeuvre heavily. The ponderous circling of foes while hunched in a defensive stance quickly gives way to flurries of attacks, which drain a stamina bar (or ‘Chi’, in Where Winds Meet’s parlance), forcing moments of retreat, respite and recovery. Because of the mystical abilities open to you, bosses attack with relentless ferocity. In an earlier version of the game, only certain special moves could be parried, but the design team has since followed FromSoft’s example, and all but the most powerful enemy attacks can now be deflected or riposted – so long as your timing is sufficiently precise. While Where Winds Meet’s combat shares many similarities with Hidetaka Miyazaki’s games – most pertinently, the open-world rival Elden Ring – the team is keen to point out the places where it differentiates from its influences, most provocatively in terms of the game’s variable difficulty levels. “We offer diverse difficulty modes tailored to various player preferences,” Lyu explains. “People who are inclined towards immersive exploration and narrative engagement can opt for the Plot mode, but enthusiasts of combat can choose the Challenge mode.” Still, Miyazaki’s sensibilities define much else, too. In Where Winds Meet you can use ‘Scenic Road Signs’ to leave messages for other players, potentially offering advice relating to enemies or puzzles. In addition, you can summon other players into your otherwise solitary game world to provide battle assistance, or just companionship as you explore the world together. You can also pledge allegiance to different factions, which have various characteristics, benefits, and unique methods of enrolment. The Equalisers, for example, are a group of warriors dedicated to justice; they do not fight for states, and their services cannot be bought, but adopt a Robin Hood style of morality, taking from the rich to give to the poor. The Wild Lances, by contrast, have cast aside chivalry, and pursue only “their brand of poetic justice”. Most faction-centred activities will revolve around helping other players or harming them by invading their worlds. To maintain your status within a faction you must perform certain regular actions and abide by faction rules. In the Wild Lances, for example, you must drink alcohol at least ten times a week, and defuse a set number of bombs, else incur status debuffs. Meanwhile, excessive drunkenness will incur a severe penalty. Responsible drinking, in other words, appears to be a core tenet. Most I N T H E W I L D L A NCES FACT ION, YOU M UST DR I N K A LCOHOL AT LEAST TEN TIMES A WEEK 62
The first major encounter in the game with Faceless Tyrant sets the tone for boss fights: hunched anticipation before flurries of well-timed deflections and ripostes 1 2 3 1 Faceless Tyrant ticks many of the customary boss boxes, including Extra-Large Weapon. 2 The world design draws carefully on period architecture styles from both real-world constructions of the Five Dynasties and Ten Kingdoms period and also illustrations. 3 Although the specifics of the implementation aren’t yet clear, the team claims it will be possible for players with the requisite skills to add their own buildings to Where Winds Meet in its online incarnation 63
WINDS OF CHANGE factions require monogamy, and leaving to join another will see your character hunted by those you have betrayed. Alongside fighting and factioning, your character can assume a secondary job in the game. Take on the role of doctor and you’ll be able to heal the sick by literally fighting whatever ailment or infection the patient is suffering from. The healing ritual takes the form a card battle in which you deal hands to simultaneously attack the infection and defend yourself from its attacks. You have a certain number of rounds in which to reduce the infection’s hit points to zero and heal your patient. As you progress in your vocation you unlock new cards to use during battles, and restoring a character’s health can provide a nonviolent solution to certain missions. Medicine is not the only pursuit available. You might opt to follow the scholar profession, using language to convince characters you meet to follow your suggestions, or to avoid battles. The path of architecture will enable you to design and build structures, or you might moonlight as a bodyguard, escorting NPCs around the map while fending off attacks from assassins. More unexpectedly, you can also choose to spend your time as a ferryman, working as a water taxi, carrying passengers along the world’s rivers and streams. “In terms of player freedom, we have defined three main gameplay directions: profession, world exploration, and martial arts advancement,” Lyu explains. “Players can freely choose their path in the world of martial arts or choose to experience all of these aspects.” Everstone Studio’s design team has taken a ‘Yes, and…’ approach to the game, borrowing ideas from a slew of sources, then positing what else one might do with the idea. In other words: Yes, you can pet the dog. And… the dog might then bite you and give you rabies. This eagerness to provide texture and choice is perhaps rooted in a concern that, in choosing the prestige and highly competitive genre of open-world blockbuster, there is both much to gain and much to lose. The rewards for delivering a Red Dead Redemption or The Witcher are clear, but so too are the risks of releasing an undercooked project, à la Cyberpunk, before it’s ready. “We can’t solely rely on pre-existing open-world design models and simply overlay the concept of martial arts onto them,” Lyu says. “Challenging the open-world genre is a complex undertaking, demanding a huge amount of design work, a very high degree of design complexity, and a substantial volume of development. Add to that the concept of a world infused with martial arts and we joked among ourselves that we had set ourselves a ‘hell mode’ challenge.” With a PC release scheduled for 2024, and the potential for console versions to follow, the team admits that there is still much to be done. “As of now, we can’t really say we have overcome the challenges before us,” Lyu says. “There are still lots of challenges in open-world design that we need to resolve. That includes effectively guiding players through exploration and maintaining a rhythm for their experience within the open world, to avoid a sense of repetition and monotony. We are still on this journey, continuously experimenting and gradually accumulating valuable experience and learnings.” This humble, open-hearted approach stands Where Winds Meet in good stead. The tension between admiring respect for what has come before and a tentative belief that Everstone’s plans may yet meet its ambitions is a fitting story for a game set at the intersection between the glories of China’s notable past and optimism for its future. YOU MIGHT MOONLIGHT AS A BODYGUA R D, ESCORTI NG N PCs WHILE FENDING OFF ASSASSINS 64
A previous version of the combat system used QTEstyle circles to indicate when players could deflect or riposte enemy attacks. These prompts have since been integrated into the combat flow, and attacks that can be riposted see the enemy’s weapon glow red as it powers up 65
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Game Ultros Developer/publisher Hadoque Format PC, PS4, PS5 Release Q1 2024 68
W O M B W I T H A V I E W El Huervo takes us aboard Ultros’s ‘cosmic uterus’ to discuss the art of cultivating a more constructive variety of Metroidvania By Chris sChilling N icklas ‘El Huervo’ Åkerblad is perhaps still best known for the art he produced for Dennaton Games’ Hotline Miami. As such, it’s no surprise when he invokes perhaps its most famous quote, in which the game’s protagonist – and, by extension, the player – is confronted with an uncomfortable question: do you like hurting other people? “Violence talks to us in a weird, weird way,” he says. But when developing the debut game from Hadoque, the studio Åkerblad set up with Mårten Brüggemann six years ago, he began to consider a less destructive alternative for progressing through this psychedelic world. If most videogames aim to provoke one of two types of physiological response – either ‘fight or flight’ or ‘tend and befriend’ – Ultros presents a space at which those approaches can coexist. 69
WOMB WITH A VIEW “O UJ I I S A N E MP T Y S H E L L , A V ES S E L T H AT T H E P L AY E R F I L L S U P, A N D T H E I D E A I S T O F I N D CONS TRUC TIVE SOLUTIONS TO PROBLEMS” Nicklas ‘El Huervo’ Åkerblad, creative director and art director, Ultros That apparent dichotomy – one of several in a world Åkerblad describes as both a uterus and a sarcophagus, death and birth constantly in close proximity – is reflected in the game’s protagonist, Ouji, whose role came into sharper focus when he painted her as a saint, as seen in the image on p68. “Saints of old were almost schizophrenic,” he says. “People would say, ‘You have the voice of God’ and revere their visions. I wanted to touch upon the aspect that Ouji is an empty shell, a vessel that the player fills up, and the idea is to find constructive solutions to problems.” Which isn’t to say Ultros is ever quite as simple as that. Shortly into your adventure, you find a sword embedded in a corpse. When you happen across a creature nearby, you do what comes naturally – an act that has additional benefits for Ouji. When Åkerblad talks about filling her up, he means it in a very literal sense, too. She is what she eats, the nutrients from the creature’s remains factoring into the skill upgrades available to her when she rests in one of the floating pods scattered throughout the world, which double as save points. You’ll need to adopt a balanced diet to unlock the more esoteric abilities, while you’re encouraged to use precision and variety in combat by a mechanic that means you get higher-quality, more nutritious spoils when you don’t just hack away gracelessly. Though that is only half of the equation. Elsewhere you’ll find seeds that can be planted in specific spots, sprouting into plants that yield nourishing fruit. In the early stages, you can leap to the top of their thick stems, which serve as platforms to higher ground. Over time, Åkerblad says, the gardening element develops, your efforts to pursue more constructive means to progress rewarded by what he describes as equivalent to “the inverted castle from Symphony Of The Night”. Are you eventually able, then, to play Ultros as a pacifist and just focus on the gardening? “That was important for us,” Åkerblad begins, before adding that “nothing, of course, is black and white. It’s not necessarily better to be a gardener in a war than a warrior in a garden. You have to have a little bit of both. That being said, a gardener has to allow even for the lice that eat the tomato plants to exist as well – but you can’t let everything run amok. You have a responsibility, almost like when hunters cull the herd.” Mindful of saying too much, he teases: “You’ll have to play the game and figure out how much of a pacifist you can really be. It’s up to the player to find out what’s the best solution.” Six years after work started on Ultros, it seems Åkerblad and his fellow developers have found it challenging to answer that question themselves. What 70 ABOVE Influenced by his work on Hotline Miami, Åkerblad experimented with a pixel aesthetic, but eventually settled on an approach closer to his painted art. The camera was drawn in when he decided the game should feel “more intimate”, while the close-up here was inspired by Paul Cuisset’s Flashback
This piece, Exploring The Crashed Entity, was an attempt by Åkerblad to pin down the game’s tone: ominous yet enticing, with “colours and symbols to invoke curiosity in players” LEFT An early concept for Ouji. ABOVE The very first piece of art Åkerblad produced for Ultros, with a Samus Araninspired design for the game’s then-unnamed protagonist. FAR LEFT A more recent Ouji concept: that combination of organic and technological is at the very heart of Ultros 71
The China Miéville novel Perdido Street Station features a creature called the Slake Moth. Struck by the name, Åkerblad imagined how it might look, conjuring this grotesque boss design becomes clear over an extended Zoom call is that the approach Hadoque has taken has been closely informed by the artwork of the game’s creative director. Åkerblad shows us everything from his initial experimentations to the final in-game graphics, talking us through his processes and inspirations, and the somewhat organic way Ultros has grown and evolved during that time. There’s a certain irony to its inception point, as Åkerblad explains that he first started to explore the idea after Dennaton’s Jonatan Söderström and Dennis Wedin 72 had commissioned him to draw the cover art for Hotline Miami 2. “They were fighting or something, so I needed to do something else,” he says. An image of a character exploring a derelict ship in space came to mind, inspired by an episode of Star Trek: The Next Generation which features a sentient craft named Tin Man. He showed Brüggemann, a former college friend who was working at Toca Boca at the time, and who encouraged him to explore the idea further. “I got deeply involved with science fiction,” Åkerblad continues, sharing a few more
WOMB WITH A VIEW “M Å R T E N B A S I C A L LY S A I D : ‘ W H A T I F H R G I G E R B U T M O R E C O L O U R F U L ? ’ S O I S T A R T E D P L AY I N G A R O U N D W I T H T H A T.” H E N C E T H E U T E R I N E T H E M E 73
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WOMB WITH A VIEW “ I D O N ’ T WA N T T O U S E T H E W O R D , B U T I ’M G O N N A D O I T A N Y WAY: T H E A R T I S K I N D O F W E I R D. W H I C H C R E AT E S A LOT O F MYS T E RY ” concepts. “But like psychedelic science fiction, à la Moebius, but mixing that with Hayao Miyazaki’s Nausicaä Of The Valley Of The Wind.” (He briefly breaks off to note that the two artists were friends, and it was through that friendship that the former became involved in designing the cover art for Sega’s Panzer Dragoon.) That artistic cross-pollination continued when Åkerblad toyed with adopting a pixel-art style, in the vein of Hotline Miami, but Brüggemann dissuaded him. “Mårten basically said: ‘What if HR Giger but more colourful?’ So I started playing around with that.” Hence the uterine theme, and the concept of reproduction. But with that came the horrifying flipside of Giger’s work, since Ultros’s setting isn’t a spaceship, but a sarcophagus. The idea was inspired by another contemporary master of horror – and the game’s second Miyazaki influence. Having spent some time playing FromSoftware’s Bloodborne, Åkerblad was struck by the thought of this tomb containing an unborn demon. “The player is sort of its catalyst,” he says. “[Their] actions inform what the demon should be. So then we had to incorporate that somehow. How do you make something beautiful but scary at the same time?” The answer lay in Åkerblad’s Nordic heritage, as he looked to the work of Moomins creator Tove Jansson for the combination of “cute and scary” he was seeking to evoke through Ultros’s characters and environments. “I wouldn’t claim that I managed to capture that like she does,” Åkerblad says modestly, “but [I was] trying to find this ominous vibe and have it clash with the vibrant colours, and also have these symbols to invoke curiosity in players, because that was something I really found fascinating with Bloodborne.” Summoning a sense of mystery that would entice the inquisitive player, while ensuring it wasn’t too opaque or confusing, was a hard balance to strike, he admits: “If you’re too abstract, people will lose interest.” Having settled on the notion that Ultros would be a Metroidvania of sorts, Åkerblad quickly recognised that a Samus Aran type of lead would be “too clichéd”. A piece of work titled Meshia No Shuppatsu (see facing page) saw her become more of a solitary ronin-like figure, as the game’s aesthetic tilted more and more toward vibrant psychedelia – or “a visual overload”, as Åkerblad puts it. “As you can see, there’s a lot of stuff going on,” he says of a piece for which that feels like a major understatement. “I’m not interested in psychedelic drugs like that. I don’t think that’s the interesting part of it,” he explains. “I like the nature-inspired part of it – as above, so below, you know? Where you have this almost [overstimulation] of your senses.” He zooms into the ABOVE A three-step process, from sketch to screen. Åkerblad says the act of redrawing is detrimental, risking the loss of that initial burst of creative energy – but that scripts adding “sway and wobble” help sustain it. “You get that visceral feeling back because everything moves. Nothing is really still” image, highlighting details that would otherwise be lost in a fuzzy video call. “Where you can find small worlds deeper within.” That partly explains the move away from pixel art, even as he shows us an appealing prototype image that resembles a 16bit demake of the finished game: ensuring the in-game environments more closely resembled his own work was one way to fulfil his wish to “break clichés as much as possible”. Again, that involved finding an equilibrium: make the game different, but not too different. “I don’t want to use the word, but I’m gonna do it anyway: the art is kind of weird,” he says, “which creates a lot of mystery 75
WOMB WITH A VIEW “ W E WA N T T O E N C O U R A G E T H E P L AY E R T O D O SOME THING POSITIVE. BUT ALSO NOT SCOLD T H EM F O R H I T T I N G T H I N GS W I T H A SWO RD” INTER QUALIA After designing Ouji, Åkerblad decided she needed a “mirror” – an antagonist of sorts who reflected “the ultimate bad situation the character could end up in”. Cloaked in a tattered shawl to reflect the shame she feels at her appearance, Qualia (below) moves “like an old crone but she has this incredible power,” Åkerblad says. “There had to be that side of her [to show] that she hadn’t been able to fulfil her true potential.” This all factored into Åkerblad’s concept art for Qualia (see facing page), which he says was inspired by Yoshitaka Amano’s work on the Final Fantasy series. “Because Qualia was such a complex character for me, I thought drawing a picture of her in her most empowered state would be a really interesting piece to draw.” Through that, he says, it was easier for the rest of the development team to understand the inner power that belies her ragged appearance. 76 for the player. So if the mechanics are a little bit… not necessarily conformative, but familiar, you can lean upon that so they’re not put off.” In incorporating the looping structure of a Roguelike, however, Ultros approaches it in a less punishing way, affording a level of persistence so as not to frustrate players too much. Explore thoroughly and you’ll find fungal mycelia that can lock abilities as a permanent memory, allowing Ouji to use them through subsequent loops, while other elements persist, not least the plants you grow. Indeed, you can drop food into patches of soil to transform it into compost, a process that takes a single loop. In other words, starting over is all part of the deal. In order to preserve some of the surprise, though, Åkerblad isn’t prepared to say exactly what the trigger is – that’s just one more mystery for the player to figure out. He admits that the time loop was introduced “partly because a lot of people were doing it – like, Outer Wilds did it really successfully, and it was just part of the zeitgeist”. But it also afforded Åkerblad the opportunity to explore the idea of getting stuck and the empowering feeling of breaking free – in particular, the notion of escaping a destructive cycle. “It’s never too late to start anew,” he says. “Like an old schoolteacher hitting you over your fingers when you do [something] wrong – that’s not really what we want to do here. We want to encourage the player to do something positive. But also not scold them for doing the videogame thing and hitting things with a sword. It’s more like, ‘OK, you did that and then this happened: what did you do ‘wrong’, and what can you do better this time?’” That in turn fed into the concept of gardening, which became an element that could exist outside of the player’s own loop. “We felt that gardening is very good for a constructive solution. It makes you slow down. You have to think. You can’t act on emotions when you’re taking care of plants.” In doing so, there’s a sense that Ultros’s world can somehow be fixed, and that in doing so the loop can be broken. Perhaps, then, its motto is less ‘tend and befriend’ than it is ‘mend and transcend’. Given the game’s philosophical (and, to some extent, spiritual) leanings, we can’t help but ask whether that reflects Åkerblad’s thoughts on human nature. Are we as a species predisposed to destruction, or are we more naturally inclined to be constructive? “I think we’ve been taught to think the opposite,” he says after giving it some thought. “I think we were made to work together. But somewhere along the line it seems like maybe our self-awareness, when we started thinking we were masters – or at the centre – of the universe, created this sense of selfabsorbedness, of individualism.” ABOVE One of Ultros’s key locations, the shaman incubator. Åkerblad says the game’s use of chromatic aberration is partly practical, a way to “help focus the eye” with “very busy” imagery. Its hallucinogenic qualities, he adds, are intended to reflect naturally occuring highs such as ayahuasca and DMT Can we break the cycle? And what does he think is the secret to doing so? “It’s about letting go and being vulnerable,” he says. “If you can teach yourself to cry in a crowd, you’re probably gonna be all right. And I think making art in general has a lot to do with that vulnerability: you want to express something and you want to find connection with other people.” That’s why, he says, he identifies strongly with the science-fiction ronin who’s trying to cultivate a better world. “Ouji has the ability to be that constructive power, and the player has the ability to become that through her,” he reflects. But only if you choose that path, of course. So we’re back to that question: do you like hurting other people? Or would you rather help them?
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C O L L E C T E D W O R K S K E I I C H I R O T O YA M A SNATCHER Developer/publisher Konami Format Mega CD Release 1994 INTERNATIONAL TRACK & FIELD Developer/publisher Konami Format PS1 Release 1996 SILENT HILL Developer Team Silent Publisher Konami Format PS1 Release 1999 FORBIDDEN SIREN Developer Project Siren Publisher SCE Format PS2 Release 2003 FORBIDDEN SIREN 2 Developer Japan Studio Publisher SCE Format PS2 Release 2006 GRAVITY RUSH Developer Japan Studio Publisher SCE Format Vita Release 2012 SLITTERHEAD Developer Bokeh Publisher TBA Format TBA Release TBA The creator of Silent Hill looks back on a long, horrifying career – and ahead to his big return to the genre By Simon Parkin 78
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COLLECTED WORKS here might be no single videogame director more keenly associated with Japanese horror than Keiichiro Toyama. His directorial debut, the fogchoked Silent Hill, introduced a cloying, small-town-gone-bad aesthetic that remains urgent and immediately recognisable today. And while the Siren series – designed by Toyama once he had recovered from the ordeal of making Silent Hill – is less widely known in the west, in Japan the games remain fiercely beloved cult classics. It’s a legacy on which he’s continuing to build with his next project, Slitterhead, currently in the final stages of development, albeit a rather unlikely one for a designer who, by his own admission, has “always been a bit apprehensive about horror”. Born in 1970 in the city of Miyakonojo, in the southern part of Kyushu, Toyama grew up in the mountainous countryside – the sort of rambling, sparsely populated rural location to which he has been drawn repeatedly in his games. His parents owned a general store that sold everyday goods such as vegetables and rice – “nothing to do with art or technology”. So when he encountered his first arcade game at the age of six, it felt like a momentous occasion. “I felt astounded when I first saw these games,” he recalls. “I can’t quite put it into words, but it was incredibly impactful.” As well as arcade games, Toyama grew up alongside another revolution: Hollywood-produced horror films. “I must admit I wasn’t particularly fond of them at first,” he says. But when Japanese studios began to adopt and reshape American horror to more local sensibilities, Toyama was drawn in. “Horror began to infuse both Japanese cinema and Japanese television. It introduced this fascination in the culture with ghosts and the unknown – stories about the remnants of people who once lived. So when I was a teenager, there was a constant stream of mysterious and supernatural content. Looking back, I suppose there’s a foundational connection there from my 80 childhood, something that I was exposed to during that time.” SNATCHER Developer/publisher Konami Format Mega CD Release 1994 Snatcher, while difficult to play today, has a reputation for being one of Hideo Kojima’s most formative works “I TOOK IT UPON MYSELF TO RECTIFY THE DESIGN, WHICH GOT ME INTO TROUBLE” I attended an art school during my college years, Tokyo Zokei University, which had been founded in the ’60s by the Japanese fashion designer and journalist Yoko Kuwasawa. To be honest, I wasn’t entirely sure about what I would pursue in terms of my career. While I was an art student, there was also this simmering passion for videogames within me, but it wasn’t a path I had firmly decided upon right from the outset. During the ’90s, a pivotal time when the gaming industry was transitioning into the realm of 3D, videogame companies were actively recruiting fresh graduates. They regularly conducted seminar sessions at educational institutions to scout new talent. Two notable companies, Sega and Konami, made appearances at my university. Sega was a prominent player in the arcade industry; on the other hand, Konami was associated with the kind of games I had loved as a child, shooters such as Gradius and Salamander. Konami was also beginning to shift its focus towards creating videogames for the US market, with titles such as Teenage Mutant Ninja Turtles. I decided to apply to both companies, and eventually I received an acceptance letter from Konami. That’s how I found my path into the videogame industry. The Snatcher project marked my entry into the company. Although it wasn’t exactly an internship, it was a program designed for new recruits. My role primarily involved porting the PC Engine version of Snatcher to the Mega CD – or, as it’s known in North America, the Sega CD. I had a deep affection for the Mega Drive system. As you may be aware, it had limitations when it came to the number of colours that could be utilised, especially in comparison to the PC Engine. What I did was essentially rework the colours of characters, backgrounds and various elements in the game. In some respects, I
stood out from my fellow new hires because I was already familiar with this process, which made me fast and efficient. This proficiency bought me some extra time, which I then used to create new artwork for the game. The original version of Snatcher had numerous elements that had to be cut from the game due to various constraints. So, during any available free time, I made it my mission to include these cut elements in the Mega CD version. This absolutely hadn’t been part of the original plan, and required reworking the art. Additionally, it came to our attention that the design of the Snatcher character in the original release was inaccurate – it wasn’t intended to be that way. Given the time constraints involved with the game’s initial launch, these design issues had to be addressed post-release. Consequently, I took it upon myself to rectify the design in both the first and second parts of the game, which got me into some trouble with my superiors. Nevertheless, the improved designs found their way into the final product version. I must admit there was a sense of satisfaction in that accomplishment for me. In our version of the game there was a scene which could be played with a gun controller peripheral – I was responsible for creating the artwork for these scenes as well. Because I was working on the port of Snatcher, the game’s director, Hideo Kojima, had already moved on to other projects, so I didn’t have the chance to collaborate directly with him. But I was a huge fan of Metal Gear on the MSX – it was one of the reasons I had wanted to join Konami. To be honest, I was just pleased to be working at the same company as him. International Track & Field was a polygon-powered update to the button-hammering 1983 arcade smash SILENT HILL Developer Team Silent Publisher Konami Format PS1 Release 1999 INTERNATIONAL TRACK & FIELD Developer/publisher Konami Format PlayStation Release 1996 The videogame industry was undergoing a significant shift as it transitioned from 16bit machines like the Mega Drive and Super Famicom to 32bit platforms such as the PlayStation and Sega Saturn. Konami’s Tokyo team was redeployed to work on this new hardware, while the team in the Osaka-Kansai region continued their projects for the Nintendo 64. My initial project was related to American football, but this game got cancelled due to this shift in focus at the company. I was then presented with a list of game projects I was allowed to choose from. I noticed ‘Track & Field’ on the list. I didn’t think too carefully and assumed it must be a war-themed game, so when I found out it was actually an Olympic sports game I must admit I wasn’t too thrilled about my decision… It left me feeling dejected, which is not the ideal way to join a new project. In retrospect, though, I am pleased with that period of my working life. This was one of the first games where Konami decided to incorporate motion-capture data into the game. I take pride in having had the chance to work with and implement this data, and looking back at my career today, it proved to be a hugely valuable experience, despite my initial misgivings. Silent Hill’s streets were named after literary figures: Richard Matheson, Ray Bradbury, and James Ellroy feature Resident Evil made a significant impact on the videogame market, and Capcom was thriving with this new horror series. Konami felt the need to step up and take on the challenge. It meant venturing into unfamiliar territory with the PlayStation and 3D games, especially in the realm of survival horror, which was a genre they hadn’t explored before. To be honest, I’m not entirely sure why I was chosen for this role. But Konami seemed to prefer having young individuals in charge of genres they weren’t yet familiar with, and I benefited from this policy. When Resident Evil came out, it triggered a surge of developers trying to make their mark in the survival horror genre. The key was to distinguish your game; simply emulating Resident Evil wouldn’t lead to the same level of success. Konami was determined to make its mark in the genre. I recalled my college days, 81
COLLECTED WORKS when I worked part-time at a video rental store, and I remembered the popularity of movies adapted from Stephen King novels. These works hadn’t been effectively incorporated into games yet, and I believed taking some of those ideas could bring a unique dimension to the game. One key element we focused on was the artwork. In Resident Evil, the backgrounds were prerendered in 2D. When I initially conceived the concept for the game, I decided to use darkness as a central theme, as it wasn’t a prominent feature in Resident Evil. I believed that by incorporating darkness effectively, we could create a distinct atmosphere. At first, I contemplated using 2D backgrounds with lighting layers on top of them. However, during the development of another project, a colleague was working on a lighting system that wasn’t realtime but employed a point lighting system. When I saw the prototype of this lighting system, I was extremely impressed and felt that we should use it for our project. There was a limitation to how far the lighting could reach: roughly ten metres. I had concerns but was also confident that it would work well, because in a horror game you don’t need to see too far – darkness is part of the atmosphere. However, the team believed that having just darkness might become monotonous. I decided to use fog as an element to add depth and intrigue. That was the point where all the ideas came together. I left Konami shortly after the release of Silent Hill. It wasn’t just the game’s success that weighed on my mind, it was the entire process of creating the game that was incredibly challenging. I was filled with uncertainty about how the game would be received, and during production I often felt like I was crafting something incredibly peculiar. This stemmed from the fact that games of this nature weren’t common at the time. By the time Silent Hill was launched, my mental health had taken quite a hit. I couldn’t help but feel that if I had managed things better and looked after my team more effectively, my colleagues and staff might have received more recognition and appreciation. In short, after the game’s release, I found myself in need of time to recuperate. However, I take great 82 For all its violence and brutality, the original Silent Hill offered one precious moment of reprieve during the game’s closing moments. Players who arrive at the final boss without any ammunition for their weapon can cycle through their inventory, at which point the enemy will die without attacking them – a brute-force solution to address a problematic design issue pride in how the Silent Hill franchise has continued to thrive. FORBIDDEN SIREN Developer Project Siren Publisher SCE Format PS2 Release 2003 Naoko Sato, a writer on Silent Hill, and Isao Takahashi, an artist who joined Konami from the advertising industry, worked alongside Toyama on Forbidden Siren Eventually I joined Sony, which helped me rebuild my confidence as a creative person and a team leader. But when I first transitioned to Sony, there was a period where I wasn’t actively involved in game development. After I made the decision to become a director once again, it was a different company with new people, and the management structure was different. This made it easier to embark on the journey of creating a horror game at Sony. It was simpler to convince people and secure the necessary funds for production. During my dark period, when I felt unable to make games, I still had ideas brewing. One of these ideas resulted in a new project: Siren. When asked if it was entirely different from my previous work, I confirmed that it had a different theme and a distinct identity. I enjoyed working on it, but the game didn’t perform well overseas at the time. This was partly due to Siren having many Japanese-oriented elements,
and perhaps not being marketed as effectively abroad. However, it has since gained a cult following in Japan, and remains very popular to this day. So I certainly take pride in Siren and the impact it had. FORBIDDEN SIREN 2 Developer Japan Studio Publisher SCE Format PS2 Release 2006 With the sequel, we introduced the concept of changing perspective between different characters. It was an interesting design choice, and implementing it was a challenging process. While we’ve seen such shifts in perspective in films and books, of course, it wasn’t very common in games, and it took a lot of prototyping to get right. The initial concept involving changing the perspective seemed relatively straightforward because it’s essentially just switching cameras. However, when we tested this approach, we found it lacked the desired horror element, so we modified the concept. We wanted to create a situation where something threatening or dangerous was approaching the player, but the player couldn’t yet see it. Just switching cameras wouldn’t suffice to make it truly terrifying. To achieve the desired effect, we had to simplify the movements of the characters when changing perspectives, regardless of the distance between them. This involved seemingly mundane actions like opening doors and closing them. Surprisingly, this turned out to be one of the most challenging aspects of the project. However, it created a unique feeling that was not prevalent in other videogames at the time, which ultimately contributed to its success, despite the difficulties we faced. Forbidden Siren’s Yamijima Amusement Park and its rusted, dilapidated Ferris wheel draw clear inspiration from Pripyat, the northern Ukrainian town closest to the 1986 Chernobyl nuclear disaster, and famously abandoned. The amusement park connects the ‘real world’ of the game to the netherworld, and provides a point through which underworld creatures flow “DURING MY DARK PERIOD, WHEN I FELT UNABLE TO MAKE GAMES, I STILL HAD IDEAS” GRAVITY RUSH Developer Japan Studio Publisher SCE Format Vita Release 2012 When it comes to the world-building and visual aspects of the Gravity Rush series, I drew inspiration from various sources. I’ve had a fondness for French comics, also known as ‘bandes dessinées’, since I was Forbidden Siren’s story is told through the alternating perspectives of ten survivors of a supernatural disaster 83
COLLECTED WORKS a child, and I had always aspired to create something connected to that visual style. Fortunately, Sony wasn’t micromanaging my creative direction or dictating what kind of game I should make. Following my success with the Siren series, I had the freedom to work on whatever I wanted, to a degree. The concept of gravity control in the game originated from my daily experiences in Tokyo, where Sony Interactive was located. Walking amid skyscrapers and buildings, I often found myself frustrated by the need to navigate around these structures. I thought, ‘Wouldn’t it be so much better if I could just fall upwards, or glide across them?’ That’s where the initial idea for manipulating gravity came from. We initially developed the game for the PlayStation 3. However, during that period, Sony made the decision to introduce new mobile hardware. The decision to switch to PS Vita wasn’t mine; it came from upper management and decision-makers. They believed that the game would be better suited to this powerful handheld platform. At first, I was concerned about the challenges of adapting a 3D action game to a portable device. It seemed like a challenging task. However, it turned out surprisingly well. The transition from the PS3 to the Vita took quite some time, but we used this time effectively to refine the worldbuilding and the visual aspects of the game, and it ultimately turned out to be a success. In Slitterhead, players will combine magic, swords and ballistic weapons to take down monstrous enemies “IN LARGER C O M PA N I E S , Y O U OFTEN SENSE THE WINDS OF CHANGE BLOWING” the process of restructuring, especially within Japan Studio where I was based. In larger companies, you often sense the winds of change blowing, and it seemed like a suitable time to explore new opportunities. I thought I might end up working on my own or collaborating with other companies, as I didn’t envision establishing a studio. However, as the pieces fell into place and people started to move in different directions, I spoke with some colleagues and producers at Sony and we realised that we could create something together. It was unexpected but it turned out to be a great opportunity, and I’m thankful for it. As we are reaching the final stages of development for Slitterhead, I feel that it’s an appropriate time to share more details about the project [and the decision to] go back to my roots in horror. I’m fully aware that developing a survival horror game in today’s market is challenging, given the abundance of horror games available. However, I’ve been striving to create something that sets itself apart from the traditional survival horror experience. It’s taking a shape that’s different from my previous work, incorporating elements and themes that are genuinely horrifying. While I cannot predict how players will perceive it, I believe we are crafting something unique, far from generic, and imbued with a new and distinct feel. SLITTERHEAD Developer Bokeh Publisher TBA Format TBA Release TBA As I moved into my 40s, and the later stages of my career, I noticed a significant shift happening in the industry. Many of my former colleagues and friends, who had been part of larger companies, were leaving to establish their own studios. This wasn’t entirely new – but when you reach your late 40s, you face critical decisions. It’s often a choice between climbing the corporate ladder within a company or going solo. Seeing friends venture into the indie scene, I felt that it was a more appealing option for me because, ultimately, I wanted to create games. Furthermore, Sony was in 84 Composer Akira Yamaoka, who first worked with Toyama on Silent Hill and went on to work with Grasshopper Manufacture’s Goichi Suda on Lollipop Chainsaw and Let It Die, has provided the score for Bokeh’s debut, which is now nearing completion
Gravity Rush showed a different side to Toyama’s directorial work, and offered him a chance to demonstrate his skills in other genres, having been somewhat pigeonholed after Silent Hill’s success 85
T H E M A K I N G O F. . . P E N T I M E N T How a palimpsest of ideas evolved into a singular work of art By Chris sChilling Format PC, Xbox One, Xbox Series Developer Obsidian Entertainment Publisher Xbox Game Studios Origin US Release 2022 86
Y our first act in Pentiment is a simple one, yet loaded with layers of deeper meaning. The game begins with the camera zooming in on a thick book, propped up against a large wooden board. Suddenly, it flips open to reveal a page of Latin text – at which point a smooth, ovalshaped stone appears, inviting you to press it down against the page to erase the printed words and images. Even without any additional context, the process feels taboo – effectively charging you with rewriting history. It’s tied to the game’s title, too: like a palimpsest, it refers to visible traces of a prior work, scraped away or covered up by fresh paint or ink. As game and narrative director Josh Sawyer puts it, “You’re creating your own version of the story that is going down. But also, your story is built upon many other stories that have come before you.” In this particular instance, Sawyer acknowledges the debt to Pentiment’s primary influence – one that, for most players, is hidden in plain sight. Those fluent in Latin (and also familiar with Biblical verse) may recognise the opening lines ‘In principio erat Verbum et Verbum erat apud Deum et Deus erat Verbum’ (‘In the beginning was the Word and the Word was with God, and the Word was God’) as from the Gospel According To John. Which is accurate, Sawyer says, but only because Umberto Eco’s historical murder mystery The Name Of The Rose also begins with those lines – the rest of the page is actually Eco’s work translated into Latin. “It’s me saying, ‘I, Josh, am writing this story on top of The Name Of The Rose – it’s inspired by it and builds upon it, and you are telling your own story within this framework as well.’ So it was to convey all of these things at once.” Having studied the Holy Roman Empire for his history degree, Sawyer decided to move his murder mystery saga forward in time, shifting the location from Eco’s Italy to the Bavarian Alps. “I find the early modern period particularly fascinating – that transition point between the Middle Ages and the modern period – and I’m also more familiar with Germany broadly,” he says. Further research into the period threw up a problem, but one that ended up informing Pentiment’s story – As well as joining Maler on his trips to his ‘memory palace’, Grobian encourages coarser dialogue options throughout and, indeed, the developer’s approach to historical accuracy in general. “At this point in time, there really weren’t very many, if any, monastic scriptoria in existence,” he says. “So the idea of the scriptorium of Kiersau Abbey holding onto the past became more of a focus; THE PLACE ITSELF SHOULD FEEL ALIVE – “NOT LIKE THE WHOLE THING REVOLVES AROUND YOU” this place is unable to move forward in time.” That theme crops up throughout Pentiment, which spans 25 years in and around the village of Tassing – fittingly, about the same amount of time since Sawyer first mooted the idea of a historical RPG to Obsidian CEO Fergus Urquhart, when the two were co-workers at Black Isle Games. As art director Hannah Kennedy recalls, it was at GDC in 2019 when the opportunity “to work on something smaller, something more experimental” arose. She had been working on The Outer Worlds as a concept artist, while Sawyer was close to wrapping up work on the console versions of Pillars Of Eternity II: Deadfire. “I had heard whispers of this idea that Josh had for quite a while,” Kennedy says. Her own background in printmaking – “I studied it in college, and still do it for fun” – along with the studio’s backing meant the stars were finally beginning to align for this long-gestating concept. By then, Sawyer had found his secondary source of inspiration – one that helped determine the type of game Pentiment would turn out to be, in both creative and practical ways. “I had seen Night In The Woods shortly before it came out, played it shortly after, and I was really impressed by it,” he says of Infinite Fall’s award-winning narrative adventure. As a player, he was captivated by “a very interesting story from a perspective I had not seen before”. As a developer, he was inspired and motivated, partly by the fact that it had been put together by a core team of just three people. “It made it approachable in my mind as something a smaller team could do – that you could tell a moving and very gripping story with a relatively simple gameplay formula.” Kennedy elaborates: “The structure of that game didn’t end up getting in the way of any of what they were trying to do with the story and the experience. It was just enough. But you’re really just walking and talking to people, and then you have these little interactive minigames within it to break that up – which we just one-for-one stole from them,” she laughs. Though Pentiment was always going to have a larger cast and greater scope than Night In The Woods (with changing seasons, time passing, and a longer, three-act story), Kennedy says the team hoped to capture a similar sense of a world that feels larger than it actually is in terms of real estate, and one that captures a tangible feeling of a community. And, more importantly, that the place itself should feel alive – “not like the whole thing revolves around you”. The ‘you’ in this case is apprentice illuminator Andreas Maler, tasked first with finishing a manuscript originally commissioned to his elderly mentor Piero, then leading a murder investigation when the latter is accused of killing a visiting baron. Though you get to determine his background and areas of expertise, he’s no blank slate: an avatar, but one with a context of his own. Maler was based on German painter Albrecht Dürer, Kennedy explains, partly “because there were a lot of parallels to the themes we 87
THE MAKING OF… were trying to [explore]”. Dürer, she says, was chosen specifically as “one of the first recorded artists in western Europe that was marketing himself more as a craftsperson and towards individual patrons in the more secular community,” at a time when art was almost exclusively formally commissioned by institutions such as the Church. “He even designed his own kind of logo, with two letters nested in each other,” she says. You can see that reflected in the personlity of Maler, who can easily come across as a pompous blowhard – particularly in dialogue choices that see him lean on his education for extra insight, an approach that doesn’t always find favour among Tassing’s working classes. All the same, he also possesses a certain everyman quality – crucial for a man who has to move between the secular and ecclesiastical communities, capable of hobnobbing with the nobility while boarding with the peasantry. “There’s always a risk, I think, [with a] fantasy or historical [setting], to make things feel overly formal and stuffy,” Sawyer says, citing Derek Jacobi’s Cadfael series as a key touchstone for the game’s language and tone. “[Maler] just needed to feel approachable. He needed to feel like a real person. Like you said, he can be a blowhard, or a lusty guy, or he can jump into fistfights if you want him to. Though, of course, you don’t have to engage with all that.” The key, ultimately, was to make sure that the time period would be no barrier to making its characters relatable. People in the 16th century might have had different problems to our own, Sawyer adds, but “they’re not that alien, really”. One of Kennedy’s tasks, meanwhile, was making its cast immediately identifiable in a different sense. In defining Pentiment’s look, she naturally researched historical printmaking, specifically from western Europe and Bavaria itself. But in capturing Tassing’s inhabitants – no small feat, given there are 75 different characters in the game’s first act alone – she and her team also studied modern media inspired by those pieces, looking once more for traces of the past. “The Cartoon Saloon animated features were a big one,” she says, referring to the five-time Oscar-nominated Irish studio. “We didn’t want to copy their style, but we wanted to see what they kept and what they extrapolated upon.” 88 Q&A 1 Hannah Kennedy Art director, Pentiment Were there any character designs that were directly affected by the story, or vice versa? One example is definitely Brother Sebhat. We tried to be very intentional about staying true to history, but stretching it to its limits to accomplish as much as we wanted to accomplish. We wanted to show that there was this practice of pilgrims coming through from all over the place. Josh wanted an Ethiopian monk, and then the art team realised we had this neat opportunity to style his design after the art of his region, in contrast to all of the other ones [using] this Germanic style of printmaking. Because of that, he got a lot more content because we wanted to be able to showcase that moment. Not that we’re seeking to turn Pentiment into a series, but are there any other periods of art history that you would like to explore? Not necessarily other eras, but other regions. Art is so varied from place to place – even if it was at the same time, I think every time period has really interesting stories to tell. But I would definitely love to explore something set in other regional art styles and doing research in places other than western Europe. A game that was more centralised in Ethiopia or in other places in eastern Asia or in Native American cultures – that could be really cool. Getting to spend more time learning about the history of other places besides some of the ones we’re most familiar with. And there’s also cultural history in the sense of different folklore from different areas, and I would love to explore that space as well – telling those stories with the context of the culture that surrounds it. Kennedy and her fellow artists watched the likes of Wolfwalkers and The Secret Of Kells, picking up tips from their flattening of space and dramatic stylisation of characters. One of the biggest takeaways, she continues, was how those films differentiated character silhouettes among a large cast. Given players were going to be spending a large portion of their time in either the abbey or monastery, they’d encounter several characters dressed in habits or robes. “Also, they’re going to be really small, and they’re going to be stylised,” she smiles. “We needed to figure out ways that we could make them easily recognisable to players having only been exposed to them for a little 2 1 In-progress images of Tassing’s peasant houses. Kennedy: “Our artist Soojin [Paek] did all the meal scenes, which are some of my favourites in the game. We flipped people’s expectations – at one point the peasants are eating eggs and salmon, and we think of that as a fancy dinner. But they couldn’t keep the chicken and pork; that was owed to the monastery. The fish is what peasants had available; that was their accessible food source.” 2 Adjustments to the design of Clara Gertneryn, who features across all three acts of Pentiment. 3 A lineup featuring a selection of the game’s extensive cast, with Maler’s height marked in red. 4 From Anna to Big Jorg, a look at how seven characters age over the 25-year span of Pentiment’s story
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THE MAKING OF… time.” The answer was to cheat a little, not necessarily being truly authentic to how these characters would have looked or dressed at the time: “If all these nuns were in the same order they would all have the same habit on.” In some cases, it was about adjusting head pieces, with almost geometric shapes to distinguish individuals; in others, it was about body shape and height. “Sister Illuminata kind of looks like a bowling pin,” Kennedy laughs. Deciding when to play fast and loose with historical accuracy and when to lean into it proved challenging at times. Which approach to take was generally determined by the ideas and themes they wanted to communicate, Kennedy says, such as having an abbey and a monastery in such close proximity: not entirely unheard of, but very much “a fringe case”. Maler’s walk cycle was briefly a cause of consternation, adapted by the animators once research revealed that, at the time, people walked toe-to-heel rather than vice versa. “Shoes weren’t fully soled at the time,” Kennedy says, “so you wouldn’t want to land on the hardest part of your foot first. And the first test of Andreas walking like that looked ridiculous, like he’s tippy-toeing around everywhere. And in cases like that, you also have to think about the player experience: we want to be accurate, but we also don’t want this to be distracting to a modern audience.” Sawyer, a stickler for authenticity, also caused a few headaches for the art team when he observed that characters shouldn’t wear hats inside. “We’re like, ‘What do you mean?’” Kennedy recalls. “The hats were all attached at this point – they weren’t separate pieces.” But she knew he was right during the meal scenes in particular, where it felt strange to see everyone gathered around the table with headwear still fixed in place. “It was a big ask,” she says, “but it also presented us with the opportunity to do some jump scares with people’s ‘secret hair’. Like how Peter [Gertner] has a pretty dramatically receding hairline that you never get to see without his hat, because his hair is sticking out of the sides.” (As we say, relatable.) Those scenes of breaking bread with the townsfolk feel particularly significant during Pentiment’s first two acts: a way to introduce a sense of routine to Maler’s days, but also to establish class distinctions, both in the 90 conversational topics and in the foodstuffs consumed. And, of course, to pick up a few hints at potential motives for the various suspects (some of which are, Sawyer reveals, dependent on the order in which you reach for the various comestibles). “We knew we were going to have investigation events, but only a limited number of them and only a limited number of suspects. But I didn’t want the player to not get exposure to the other people in the town. So the meals are a way to sort of force the player to go and sit down with a bunch of different people in the community.” He points to the game’s second act, where you have back-to-back meals with the increasingly impoverished Gertners and then the abbot, who complains about funds being tight while still eating like a noble. “You end the meal with half the food still on the table and you’re like, ‘What the hell?’” There was a temptation among the team to call more attention to this, but Sawyer said no. “Players will notice it. We don’t need to actually call it out explicitly because it’s right there in front of you. And thankfully, a lot of players have [commented on] the stark difference in social status and wealth.” Even so, Sawyer recognises that it’s important to spell some things out – namely, when your dialogue choices and actions have had some kind of effect. Though even here there’s a degree of ambiguity in the phrasing. ‘This will be remembered’, you’re told, which not only sounds more ominous than the Telltale alternative, but doesn’t let you know who is going to remember it – or, just as crucially, how. You might argue that this should be left unsaid, but Sawyer says he never considered that option. “Making RPGs for long enough has settled that debate in my head,” he says. “Tell the player what’s going on. Sure, some people will say, ‘Oh, I don’t want to know that,’ but almost always it’s a negative reaction [if you don’t].” Besides, he says, the story is structured so that the payoff to a particular setup could still be hours away. “Not all of them are superimportant,” he says, “though they might be, and there are landmines buried here, so you should think a little more carefully about the choices you make. But I like ‘This will be remembered’ because it’s not even necessarily that it will be remembered by the person you’re talking to. In some cases, it’s another person who’s nearby or someone who hears about it.” In a compact community such as Tassing’s, you can be 1 1 The Gertner farm, amid a small selection of the game’s indoor and outdoor environments. Kennedy says her experience as a concept artist helped her see the town holistically. “Camera orientation was [a challenge],” she says. “Things get confusing if in some scenes you’re pointing west and in others south if you don’t have the 3D panning camera to reorient yourself. So we had a rule from pretty early on to lock the camera to north.” 2 An early colour test. Kennedy: “Having an illustrative background helped in designing these spaces.” 3 A progress image of Maler’s masterpiece and the finished article. 4 A temporary sketch for the village commons, a key Pentiment location
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THE MAKING OF… assured that somebody is going to remember what you said or did. Or, for that matter, what you didn’t. With time against you, your investigation of the baron’s murder will see you discover evidence that is, at best, circumstantial. Indeed, you will often discover possible motives for other suspects after the fact. In keeping with the themes of The Name Of The Rose, Pentiment is a game in which you interpret meaning from what you are able to uncover, but since that’s subjective, you may never have a complete picture of how events really played out. In the background you might even detect faint traces of an untold story – or, in the case of one character, a deliberately withheld one, should you choose to take pity on one suspect with a clear and obvious rationale for murder. This was always part of the plan for Pentiment, Sawyer says, spurred by hearing another developer (“I won’t name names”) outline their pitch for a murder-mystery game where there was always a single, conclusive answer. “It made me think: how would I approach that? How would I approach a murder mystery in a roleplaying game? To make your choices feel important and meaningful, without later invalidating them by telling you that actually you were wrong, or the inverse, saying no matter what you picked, it was actually right.” The 16th-century setting was a boon in this regard, given the lack of forensic evidence or investigating officers. “We specifically removed things like alibi, because all that does is exclude people. It really comes down to motive and plausibility and how much you think,” Sawyer says. Or it might simply come down to how much you like or dislike the characters in question: the monastery’s antagonistic and high-strung prior Ferenc is overwhelmingly the most popular choice for the chop, he adds, with two-faced scribe Guy firmly in second place. “He’s a huge jerk,” Sawyer laughs. “There are extenuating circumstances but most players don’t find out about those. [When they do], in some cases, they’ll pull a 180.” As the game celebrates its first anniversary, we concede to Sawyer that we haven’t replayed it since; he responds by saying he knows plenty of others have felt similarly disinclined to go back. “I think there’s less of a desire to immediately replay than you might find in a 92 traditional roleplaying game where there’s so many aesthetic options and class options and build options,” he says. “Though some people have said they’ve done like five playthroughs in rapid succession, which seems crazy to me. My thinking on it was much like Night In The Woods, which is a game I come back to, like, once every year or year and a half.” He acknowledges that he finds it “emotionally difficult” watching other players, but then this is a game that refuses to shy away from the brutal realities of the time: plenty of characters you meet in the first act are no longer around by the third. “It’s a weird analogy, but I watched Dancer In The Dark, the Lars von Trier movie with Björk. And it’s gutting. It’s devastating. What an incredible movie. And I got it on DVD and started watching it again, and getting upset. I was like, ‘What am I doing?’” Pentiment, however, isn’t nearly as unremittingly bleak; we return to the Cadfael comparison when discussing the game’s final act (which, even now, we’re keen not to spoil) and a newfound character trait that allows you to deploy a range of withering putdowns. That levity, Sawyer says, is important – and historically accurate, too. “It’s easy to look at the past and say, ‘Oh, what a dark time. What an awful world. There was no pleasure at all’. But that’s not true. We know that people did have joy in their life. And the most popular books in this time period were scatological stories. They’re extremely sexual, extremely crude – there are all sorts of jokes about crap and piss. And people thought they were hilarious. And so having characters have a sense of humour and ribbing each other and insulting each other and things like that – you need a little of that or else it’s just it’s too much to take.” One year on, perhaps now is the perfect time to revisit Pentiment, but as we reach the title screen again, we find ourselves hesitating to reach for that metaphorical stone. It’s not that we’re unprepared for its darker moments. Rather, having seen the masterpiece that Maler began in act one finally receive its finishing touches, it’s a powerful sense of having illuminated our own version of history – one we’re reluctant to paint over. That in itself is testament to the emotional impact of Obsidian’s adventure, and to the way it is so much more than the sum of its own pentimenti – even as the traces of its biggest influences can still be detected in the cracks. 1 2 3 1 Just a small selection of the strange and sometimes amusing marginalia awaiting discovery in Pentiment’s illustrated manuscripts. 2 Ferenc’s book, which Maler sees the prior scribbling inside in the scriptorium, is very much an object of interest during his investigations. 3 These images represent the first pass of the protagonist’s design, ahead of any colour considerations. “I started trying to design Andreas initially based [on] Josh’s context of who he thought he was going to be,” Kennedy says. “He had the character profile [in place], but we knew players would get to choose their own version of him”
4 4 Visiting Ethiopian priest Brother Sebhat was an example of the art influencing the story, his role expanding as the game’s artists seized the opportunity to showcase a different aesthetic. This scene depicts The Resurrection Of Lazarus. 5 The team went to great lengths to define the look of Maler’s journal and how it would work in-game, outlining its specifications in detail to ensure function matched form. 6 An early prototype of the loquarium, with the permanently locked entrance to the convent. 7 The background of the refectory 5 7 6 93
STUDIO PROFILE TEA M REP TILE How a pair of “cold-blooded” rebels jet-setted to a cyberfunk future By AlAn Wen
W hen we speak to Team Reptile’s co-founders, the pair have just recently returned from TGS, where the studio was invited to join the Netherlands Pavilion to exhibit Bomb Rush Cyberfunk. It’s something of a full-circle moment for founders Dion Koster and Tim Remmers, given the inspiration their latest game takes from a certain Sega cult classic, itself set in an alternative version of Tokyo. We avoided naming that title in our review, and Koster is similarly keen for audiences not to rely on the comparison. Team Reptile is conscious that nostalgia for Jet Set Radio is a large part of why the game’s announcement, back in 2020, made such a splash online. But Bomb Rush Cyberfunk, Koster insists, was born not so much from a desire to remake that game as wanting to use it as a template for channelling his interests in street culture, underground dance and hip-hop. “We are not creating a videogame world; rather we’re representing a world that already exists but we’re extrapolating it into the future,” he says. “A cyber street world.” It’s an idea that had been on Koster’s mind since the very first week the dev team was formed – albeit one they knew they’d need more experience before tackling. At least one part of the company’s identity, though, was crystallised from the very start: its name, stemming from a fondness for lizards shared by both founders. (More specifically, Koster and Remmers are particularly interested in dinosaurs, but such a name might not give the impression of a young and forward-thinking studio.) On the studio’s website, Team Reptile describes itself as “cold-blooded”. What, exactly, does it mean by that? “We say ‘cold-blooded’, but it’s more like sober, raw, not a lot of frills,” Koster explains. “Like, no bullshit, or no weak shit, as we often shout in the office!” Having decided they weren’t yet ready to start making their dream game, the pair returned to a prototype made by Koster while the two were studying game design at the Utrecht School Of The Arts. Or, to be more accurate, made by Koster while Remmers was studying. When the two met, Koster had already graduated from the university but “hijacked” the classroom next door after noticing “my student pass was still working”. It was here that they first crossed paths and began bonding over lunch-hour rounds of Super Smash Bros Melee. “When we were studying, there were two universities [in the Netherlands] to go to if you Founded 2011 Employees 10 Key staff Dion Koster (game director, co-founder), Tim Remmers (managing director, co-founder) URL team-reptile.com Selected softography Megabyte Punch, Lethal League, Bomb Rush Cyberfunk Current projects TBA Tim Remmers and Dion Koster with art for Lethal League, the project that has occupied most of the studio’s time to date want to create games,” Remmer says. “The one we went to, and the good one.” The college at Utrecht did have one advantage over its more corporate-minded rival in the country’s south, though, as perhaps demonstrated by its laissezfaire attitude to Koster’s illicit use of the facilities. “Most of the game development was self-study,” Remmers says, conditions which the pair agree prepared them for indie game development. “It certainly gave us a more entrepreneurial spirit and motivated us to find everything out for ourselves,” Koster adds. “WHEN WERE ONE WE TWO WE WERE Megabyte Punch – the studio had landed the idea for its next. Once again, it was a case of returning to an old prototype – this time, based on a mechanic tested for the former game, where players would bounce a small projectile back and forth. Koster worked up a quick-and-dirty version in Flash and uploaded it to Team Reptile’s website, so that anyone could play it in-browser. “We saw the numbers from checking the website that people jumped on it,” Koster recalls. “People would play these in school, on the school computer, because on the browser you didn’t have to install anything.” The game attracted enough buzz that members of the fighting game community began playing it in side tournaments, between rounds of the usual big hitters. STUDYING, UNIVERSITIES WENT TO, AND Indeed, the two have been stubborn about doing things their way, without looking to subsidies, publishers or crowdfunding, Remmers likening the latter to “working with a thousand publishers”. The aim is that no logo but Team Reptile’s appears on its games’ startup screens. In the early days, this was helped by the fact that Koster and Remmers were still living at home, plus a few work-for-hire jobs that don’t bear the studio’s logo at all. “Before Dion and I started working together, I was working on some Flash games, and there used to be a marketplace for Flash games that other companies could bid on and get for their website,” Remmers explains. “Then Cartoon Network was interested in a Flash game I had made with two other people, and they asked us to reskin it as a game for Regular Show.” That was technically Team Reptile’s first pay cheque, which went towards the studio’s first office: a tiny attic room costing just 50 a month. Even before it had finished the first game of its own – 2013 platforming mech brawler TO THE THERE GO TO. GOOD THE ONE” Naturally, then, Lethal League was the studio’s next official release. It was followed four years later by Lethal League Blaze, a sequel that – in the finest tradition of the genre – expanded its selection of stages, modes and the roster of characters. But Remmers admits that becoming a fighting game studio was, ultimately, an accident. “We do like these types of games, but that was not the type of game that we set out to make for the rest of our game-development career. It got a little bit stale at the end of development on Lethal League Blaze because we also decided to do DLC, which extended the development time of the game even further.” Making the Lethal League games was a real test, Koster adds, owing to the particular challenges of developing a competitive game. “You have to deal with a pillar of heavily dedicated players that need constant updates, and constant fixing and balancing of the game that they will always stretch to its limit – but you notice after a while you’re making a game for like a hundred people in total.” For all their 95
STUDIO PROFILE Incorporating his motions into the game felt natural to Koster: “Cyber and funk together” ABOVE The attic office where Team Reptile started out. The two initially worked from home but soon realised they needed dedicated space for development work. The attic belonged to a charity organisation that Remmers was involved with, secured for a bargain rental price laments, Koster is quick to add that there are definite benefits to making this kind of game: “I think it’s really dope that they get so passionate about it, and have their own community and tournaments, but as a creator you start to think, ‘OK, what’s the step beyond that?’” Which brings us back to Bomb Rush Cyberfunk. It might have been in the offing from Team Reptile’s very beginnings, but in the context of the back catalogue the studio had accrued by this point, this singleplayer-only skating game seems like a real departure. “I started to feel like I wanted to tell a bit more story,” Koster says. “To explore more of the world and subject matter – which is a bit trickier in a fighting game.” Still, all the experience they’d gained with using 3D assets and working with a larger team were essential to Bomb Rush Cyberfunk’s development – not to mention all the funds the success of the earlier games provided. Not that the studio has grown enormously over the past decade. While the two co-founders have long since moved from their tiny attic, the core team still numbers just ten, expanding to 16 at most towards the end of development. The game’s credits, however, tell a very different story, featuring as they do ten times as many names. “We get in a lot of freelancers with specialities to help us out,” Koster clarifies. “I enjoy grabbing someone who’s really deep into their own thing and facilitating that. Just give them a spotlight, and not tell them what to do too much. As long as there’s an overseer in terms of direction, then letting people really go wild with it, I think, is a really fun way to make a game. And there’s not a lot of games where you can actually feature so many people’s styles without making it very specific.” Take a closer look at Bomb Rush’s credits and you’ll spot an unusual variety of disciplines. 96 Graffiti artists, responsible for designing the various tags you can throw up on the walls and billboards of New Amsterdam. A host of musicians who contributed to the eclectic, funky soundtrack, which in addition to freshly commissioned tracks (including, most notably, three from Jet Set Radio composer Hideki Naganuma) features licensed music, such as 2 Mello’s I Wanna Kno, taken from the producer’s JSR-inspired album Sounds Of Tokyo-To Future. Listed among the cast, you’ll even find a handful of street dancers – including Koster himself – whose moves were captured using a magnetic-field mocap suit, meaning they could wear their usual clothes on top. “IT’S NOT GAME, PRETTY GOING THAT MUCH MUCH THE TO IS in recent memory. This was another result of Team Reptile’s independent streak, handling the marketing, publishing and even code distribution itself – though it seems the studio has no regrets on that front. “Even if you have a publisher bringing the hype in around release, it’s still not worth the big cuts [of revenue] that they get over periods of maybe 15 or 20 years,” Koster says. “Less of a fanfare around release also fits our style. We just drop dope shit. We’re not saying it’s the best, we’re not even saying you should play it, but it’s there if you want it. And that is also our game design philosophy as well.” More intriguing is the team’s commitment to making more ‘Cyberfunk’ games in the future. BE A SERVICE CLEAR. WE’RE ANTI-SERVICE” This unusual mix goes back to the studio’s mission for this game, to present a wider culture that curious players can explore further. “We’re just inspiring people with things that can enrich your life,” Koster says. “We explicitly made sure to mention all the artists of the graffiti, all the names of the dance styles you could do in the game, all the track names of the music and the artists, to show that there is a world here, there is a community here. If you Google the name of a dance, then maybe find a class nearby and change your whole life, as it did for me.” Whatever the reason, the game has been a success for Team Reptile, recouping all of its development costs on the first weekend following launch. That’s despite the PlayStation and Xbox versions arriving two weeks after the initial PC and Switch release, surely the shortest ‘timed exclusive’ They’re not yet ready to share what exactly what means – a sequel, an iteration, or even a move into another genre? However, Remmers does tease one possibility: “We had a whole rhythm game based on the dancing before that had been scrapped, so we’d definitely like to revisit that mechanic and see what we can do with that.” Making a constantly updated live game is firmly behind them, after Lethal League, but multiplayer hasn’t been ruled out. “I think there are ways to still facilitate whatever we want to do within a multiplayer context, but it’s not going to be a service game, that much is clear,” Koster says. “We’re pretty much the anti-service.” The pair’s rebellious streak hasn’t faded with time, then – one benefit, perhaps, of being cold-blooded – and it’s an attitude they’re ready to carry into the cyberfunk future, whatever that might look like. n
1 3 2 1 While Bomb Rush Cyberfunk’s cel-shaded character models evoke the aesthetic of 2000, they certainly don’t lack style. 2 Environments might feel reminiscent of Tokyo-to, but there are nods to Team Reptile’s home turf. Starting area Versum Hill is a riff on Hilversum, where the studio is based. 3 Megabyte Punch’s key feature is being able to build your own fighter from different parts. 4 Lethal League started out as a Flash prototype 4 97
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS STILL PLAYING/ NEAR MISSES A Perfect Day Switch Previously featured in E363, Coconut Island’s sliceof-life tale finally gets an English-language release. Set on the final day of the 20th century, it follows 11-year-old Chen Liang, who hopes to use an unexpected day off to give a belated Christmas card to a classmate upon whom he has a crush. Waylaid by circumstance, he finds the day looping over and over; each 24-hour period yields fresh information, new plot threads to follow – and steadily untangle – and items that, unlike the protagonist’s memory, persist between loops. With limited time slots in which to fulfil his needs (and those of friends and family), a prevailing theme is the futility of the pursuit of perfection. It’s repetitive by design but richly detailed, the specificities of location and period lending extra texture to this absorbing slow-burner. Windy Meadow – A Roadwarden Tale PC One of last year’s finest games, Moral Anxiety Studio’s brilliant Roadwarden offered you the opportunity to at least attempt to right the wrongs of your predecessor. After a fashion, Windy Meadow is Polish developer Aureus Gaj’s attempt to do the same thing for his less-experienced self. This visual novel was originally released five years ago; buoyed by Roadwarden’s reception, Gaj has remade it. We get roughly half an hour in, captivated once more by his gift for mise-en-scène and characterisation, before realising that this is one to be savoured rather than hurried through during deadline week. Already, though, there’s compelling evidence that Gaj has managed to achieve his goal this time around. Explore the iPad edition of Edge for extra Play content 98 Slay The Princess PC This visual novel wastes no time at all in setting out its twisted premise. You’re already on your way to complete a horrifying task: a princess is chained up in the basement of a nearby cabin, and you’ve been charged with killing her to save the world. As you make your way there, the dialogue options reflecting the natural questions you’d have in such a scenario, the story’s narrator warns you that she’ll try anything to change your mind. Even heeding his warnings, we allow a sliver of doubt to creep in, a decision that proves fatal – for us. Next time around, the entrance has changed, the stairs leading downward steeper and more numerous. And the princess? Well, let’s just say we’re made to regret picking up that dagger. REVIEWED THIS ISSUE 100 Alan Wake 2 PC, PS5, Xbox Series 104 Call Of Duty: Modern Warfare III PC, PS4, PS5, Xbox One, Xbox Series 108 The Invincible PC, PS5, Xbox Series 110 A Highland Song PC, Switch 112 The Talos Principle 2 PC, PS5, Xbox Series 114 Like A Dragon Gaiden: The Man Who Erased His Name PC, PS4, PS5, Xbox One, Xbox Series 116 Persona 5: Tactica PC, PS4, PS5, Switch, Xbox One, Xbox Series 118 Last Train Home PC 120 SteamWorld Build PC, PS4, PS5, Switch, Xbox One, Xbox Series 121 Thirsty Suitors PC, PS4, PS5, Switch, Xbox One, Xbox Series 122 WarioWare: Move It! Switch 123 Gubbins Android, iOS
A link between worlds As true section-intro connoisseurs will be aware, we often use this page to try to locate a common thread among the issue’s selection of review games. With Remedy’s Alan Wake 2 in mind, we could perhaps discuss the nature of shared or connected universes – a potential jumping-off point to discuss Call Of Duty: Modern Warfare III and Like A Dragon Gaiden: The Man Who Erased His Name, with The Invincible also teasing the tantalising notion of the Stanislaw Lem Expanded Universe. Or perhaps we could focus instead on metatextuality (though in calling attention to this process, we’re sort of doing that already). But what ultimately defines the next two dozen pages is range. Consider the breadth of genres: alongside puzzlers (existential firstperson and word-based) and narrative adventures (one set on a distant planet, the other in the Scottish Highlands), other categories include survival horror, FPS, turn-based tactics, realtime strategy, action RPG, narrative adventure and city-builder. Then there’s the category-defying Thirsty Suitors, which mashes up turn-based RPG battles with arcade-style skating and QTE-powered cookery. That particular game – from a creative team whose director is based in Seattle but hails from Sri Lanka and whose lead writer was born in Bangalore but operates out of London – brings about another realisation. The US and Japan, the two dominant territories throughout the history of videogames, are represented here, yes. But we also have games from Finland, Czechia, Poland, Croatia, Sweden, Australia and the UK – many of which, of course, rely on contractors spread across the globe. It’s worth remembering, when end-of-year industry shindigs might suggest otherwise, that this medium is a broad church rather than a narrow clique, and that such diversity is worth celebrating. That’s the kind of connected universe that most interests us. 99
PLAY Alan Wake 2 T he darkness may conceal many things. In a horror story, most obviously, it’s where dangers lurk. And there are plenty of those here: muttering cultists, forest-stalking wolves, deadly shadows that reach out and grab you by the throat. For a certain stripe of horror movie, the dark might also be a way to disguise rough edges – cheap sets and men in rubber suits – and on occasion we can’t help but wonder if that might be one reason Alan Wake 2’s world is seen mostly by torchlight, a succession of tight illuminated circles like portholes in the centre of a mostly black screen. But then it turns up the lights and all scepticism is burned away. Remedy might not have the budget of a firstparty production to work with here, but you’ll struggle to detect any sign of that. While we reunite with Wake in the noirish New-York hell dimension known as ‘The Dark Place’, new character Saga Anderson takes us back to Bright Falls, with its Twin Peaks blend of pine trees, mom-and-pop diners and incongruous atrocities. Both locations are crisply detailed, from the broad strokes of their vistas – a hazy treeline beyond a lake, alleyways of flickering neon – right down to details of the kind that your torch’s beam might happen to fall on for a moment, or else miss entirely. And that’s before the game starts to bend reality, revealing an inventive flair that suggests it’s the blockbusters that need to play catch-up. Often, these moments of invention are also the game’s brightest. The standout, a set-piece that builds on both the original Alan Wake’s rock-show battle and Control’s Ashtray Maze, is dazzling in every sense of the word. One moment in the game’s climax pulls back the grey curtains that have been sitting overhead for almost the duration, managing to wring horror from how off the blue skies feel after so long in the dark. Throughout, shadowy enemies caught in the beam of your torch fizz and pop like fireworks, an effect that remains as satisfying the hundredth time as the first. It’s not only Wake and Saga who wield light as a weapon, then. Whether it’s the neons of the Dark Place or a lingering, sodium-orange sunset over Bright Falls, Remedy squeezes every drop out of its Northlight engine’s lighting tech to wow you. So why keep us in the dark? Well, when it comes to the inhabitants of these places – monstrous and otherwise – it’s hard to deny that AW2 does its best work in the shadows. You generally hear enemies before you see them. The score rises, heavy with dread, and blends with the sound of possessed ‘Taken’ coming through the trees: everyday utterances from their prior lives, cut up and distorted. Played with headphones, as we’d advise, every encounter is tense even before a fight breaks out. Once it does, things get really wild. The basic combat rhythm established in the first Alan Wake remains intact here: a blast of concentrated 100 Developer Remedy Entertainment Publisher Epic Games Publishing Format PC, PS5 (tested), Xbox Series Release Out now A set-piece that builds on both the original Alan Wake’s rock-show battle and Control’s Ashtray Maze is dazzling in every sense torchlight followed, ideally, by a few headshots before their shadow-shield can regenerate. But where those fights tended to play out at distance, these are desperate, scrambling affairs. Remedy has taken a leaf out of Capcom’s book, using the same tight over-the-shoulder perspective as its Resident Evil remakes, so you can never cover all the angles – but it’s got a few tricks of its own. In the forests of Cauldron Lake are wolves that dart between trees so fast that it’s hard for your torch to keep up; when the beam does pass over them, their eyes menacingly reflect the glow back at you. In the Dark Place, meanwhile, you have to walk through groups of shadowy figures. As you approach, they might disperse under the light like bad dreams, or pop into existence as a threat. The question can be settled by using up a charge of your torch’s battery, but that just leaves us secondguessing whether we’re about to waste resources on a harmless illusion – just as the shadow we weren’t paying any attention to extends its all-too-solid claws. These encounters feel real in a way that your interactions with the cast never quite manage. The visual fidelity of these characters, certainly, is such that Remedy’s decision to hold them up against their liveaction equivalents often feels bold rather than foolhardy. Yet their behaviours don’t always match up: animations and performances can feel uncanny at times, benefitting from the obfuscation that darkness offers. And not just visually (though, of course, everyone looks better with deep noir shadows cast across their face) but also in terms of the blanks left for your imagination to fill in. Understanding that this world runs on fuzzy middle-of-the-night illogic, it’s easy to wave away its shortcomings. That person standing in the rain, for example, miming domestic chores with empty hands – the result of broken AI pathing and an asset that’s failed to load in, or typical Lynchian weirdness from Bright Falls’ populace? Similarly, when the disconnect between Wake’s two actors becomes distracting (while Matthew Porretta lends his voice, Ilka Villi provides the physical performance in both filmed and mocapped segments), we can justify it as part of the nightmare in which we’re all trapped. In the gloom, it can be hard to tell bug from feature; when the game shines natural light on its subjects, this layer of plausible deniability can dissipate. Realistic dialogue has never been Remedy’s strong suit – or, we’d assume, its aim – and Alan Wake 2 is no exception. This isn’t a game afraid to announce its themes out loud, nor to repeat them at increased volume. It’s a very specific tone, unlike that of any other game (or any of the TV, films and books it cribs from), and if you can dial into it, it provides much of the game’s charm. But it sits on a razor’s edge. While the artifice works while you’re dealing with the weird, when it comes to more grounded matters – scenes that place
ABOVE This lead-in to a climactic set-piece nods back to perhaps the most memorable moment from the first Alan Wake. Remedy feels like a student of its own game in terms of what made it sing and also where it fell down TOP Alan Wake 2 must set a new record for the amount of facetime with a videogame’s director during play. Fortunately, Remedy’s Sam Lake remains an affable presence. MAIN As well as Max Payne, the Dark Place’s facsimile of New York nods to the films of Scorsese and Fincher, but that’s just a small sampling of the many cinematic inspirations at work here. RIGHT The visual effects that surround this game’s Taken foes recall the petrol-rainbow smoke left behind by Control’s Hiss enemies, but given a fresh twist 101
real human relationships and conversations under the spotlight – it can sometimes tip over to the wrong side. The PS5 version reviewed here doesn’t have all the path-tracing bells and whistles available on high-spec PCs, but Alan Wake 2’s lighting tech still has plenty of punch. At least, it does when it steps out of the dark It helps, though, that the whole thing isn’t told with a straight face. After this year’s Resi 4 remake sanded off some of the original’s dafter edges, it’s a pleasure to find a horror game unafraid to be silly. We find ourselves laughing at dialogue, at the Eurovision quality of certain moments, and often at the simple audacity of what’s before us. Alan Wake 2 peaks early, in a spectacular sequence that combines all of the above, but for its entire (lengthy) duration it never quite runs short of mad new ideas. This buoys the game, even when it threatens to be dragged down by the flaws of its predecessors: combat that doesn’t evolve far beyond the core loop, and collectathon tendencies that go far beyond the occasional Thermos. The latter are just inventive enough, and intriguingly integrated into the game’s fiction, to keep us on the hook, even as they cause the pace to slacken a little. But on the rare instances that repetition does set in, there’s always the option to jump between protagonists, and worlds. This is available at practically any time once you’ve completed the introductory chapters. Should you tire of the horror-in-the-everyday eeriness of Bright Falls, you can jump down the rabbit holes of metafiction offered by Wake’s dreamworld instead. It’s testament to just how well realised each of the game’s halves are that we stick with each for hours at a time, chewing through multiple chapters in a sitting before slipping in the proverbial bookmark and preparing to switch for the next session. There’s a page-turning momentum to the plot that Wake would surely covet, if not a huge amount of complexity. For all the nonlinearity of its telling, the strangeness of its details, at its heart this is a relatively conventional save-the-world narrative. Which is no bad thing, necessarily, in a game that elsewhere tends towards obscurity and excess. But it’s those latter qualities we’re here for, ultimately – and Alan Wake 2 delivers over and over. You’re never too far from the next arresting image or mechanical twist or snippet of purple prose that catches the imagination. Reality can be rewritten by your hand, the new version of a scene snapping into place with the instantaneousness of a starter pistol. Worlds bleed into one another: not just Bright Falls and the Dark Place but all the settings of the developer’s previous releases. And then there’s all the mixed-media stuff, Remedy having commissioned a soundtrack it barely uses and filmed hours of liveaction footage, integrated in all manner of novel ways. Late in the game, we linger in a cinema auditorium, by accident, when a movie starts to play. For plot reasons, the film is in Finnish (we don’t know at this point that the subtitles offer an English translation) and looks every bit the shoestringbudget production its in-fiction equivalent must have been. It runs for 15 minutes. Wake’s task in this level is complete, meaning we’re free to leave at any time. And yet we stand there, agape once again at this game’s audacity, until the smoky light of the projector cuts out. Then, and only then, do we return to the more pressing business of searing away 9 the darkness, one torch beam at a time. 102 OUT OF PLACE Anderson calls it her Mind Place, Wake his Writer’s Room, but they’re both essentially the same thing: a kind of mental subspace where they can study collectibles, purchase upgrades and, in Anderson’s case, do a spot of detective work. You can jump into these places at any time, the game match-cutting with an immediacy that never tires. The detective aspect, however, doesn’t fare quite so well. Working with the Mind Place’s red-string murder board feels more like following an Ikea manual than genuinely piecing together clues, while ‘profiling’ characters by reading their thoughts rather undermines the idea Anderson is a brilliant detective in her own right. But if we have any doubts, their presence is justified by a brilliant late-game subversion of the Mind Place’s role – one more thing that’s simply too good to spoil.
PLAY Post Script Does Alan Wake 2 make a case for the connected universe in videogames? T he first announcement of a ‘Remedy Connected Universe’ arrived just as its biggest precedent was in full swing. A few months before Control’s release, Avengers: Endgame had managed to pay off a decade’s worth of interconnected storytelling in the Marvel Cinematic Universe, breaking box-office records in the process. Naturally, given how Hollywood operates, every film studio with a faintly applicable property on its roster was trying to get in on the action. Warner Bros launched efforts with its own superheroes in the DC Extended Universe, while also smashing Godzilla and King Kong together to form the terribly named MonsterVerse. In videogames, though, this approach has been a lot rarer. Plenty of developers have snuck Easter-egg nods and winks into their catalogues, of course, and there’s no shortage of spinoffs from long-running series. But few have attempted to tell a story with shared characters and plot points that necessitate (or at least heavily encourage) following each instalment to get the whole picture. It’s not hard to imagine why this might be the case, given the lengthy production cycles generally required: there’s a reason that the Rusty Lake games, of which there have been 16 since 2015, is the clearest exception to this rule. Here in 2023, though, there’s also the sense that the entire notion of a shared universe might be falling out of fashion. Just look at most cinematic attempts to follow in Marvel’s footsteps: even those that haven’t gone the way of the Dark Universe have failed to capture the same momentum. Even the MCU has begun to buckle under its own weight, an increasingly rapid flow of films and TV series undermined by both their relentless release schedule and the struggle to find a second saga-sized tale worth telling. So, as Alan Wake 2 finally kicks open the doors of the RCU, how does it match up? Well, it’s certainly not being subtle about the connections. References to Control’s FBC were guaranteed, given how that game’s AWE expansion ended, but it goes far beyond the monitoring station first glimpsed there, here found in the woods of Cauldron Lake. The Bureau plays a pivotal role in the resolution of the main plot, through the newly introduced Agent Kiran Estevez (Janina Gavankar), a character surely set up to recur elsewhere. Meanwhile, Remedy seems to have found its equivalent of Samuel L Jackson in the unlikely shape of Ahti, Control’s mysterious singing janitor, who appears in both the ‘real world’ and Dark Place halves of the story. And perhaps its Loki or Thanos, too, in David Harewood’s Warlin Door. A simple thesaurus will help make the connection to Martin Hatch, a character once played by the sadly departed Lance Reddick. The surprising thing, though, is that Hatch doesn’t hail It’s a bold gambit, especially given how the MCU’s multiversal adventures have been received from Control but rather Quantum Break, a game to which Remedy doesn’t hold the rights and which is thus excluded from its connected universe. Not that this seems to be any real barrier for the studio, as evinced by the appearance of a few other familiar faces and voices. Over the past two decades, Remedy has built up something of a troupe of actors who pop up in a variety of roles from project to project, and that is taken to its logical extreme here. Matthew Porretta both voices Wake and shows his face in a few brief cameos as Control’s Dr Casper Darling. James McCaffrey, the original voice of Max Payne, returns to do the same for Alex Casey, whose instantly recognisable scowl is once again provided by game director Sam Lake. There’s nothing subtle about this reference, but it’s just the beginning of the intertextual, multidimensional layering here. The ‘real’ Alex Casey is Anderson’s partner, sick of being compared to his fictional namesake from Wake’s book series and now their movie adaptations – where he is played, inevitably, by an actor called ‘Sam Lake’. Casey is Wake’s most famous creation, just as Payne might be Lake’s, and the thin reality of the Dark Place allows the author and character to meet face to face, an encounter that always ends with the murder of the man wearing Lake’s face. It’s a literal death of the author, filtered through a kind of metafictional grandfather paradox. This plays out both inside the story and outside of it, in our own reality. Take, for example, the final member of Remedy’s recurring cast: Shawn Ashmore. Having joined this repertory as the star of Quantum Break, here he plays Sheriff Tim Breaker. At first it seems like another wink, but over time he begins to reference dreams of another life, one that has led him to pursue Door, the nemesis of his Quantum Break counterpart. (“The guy has many disguises,” he says at one point.) It took Marvel over a decade of movies to expand into the multiverse – Remedy is going there right from the off. It’s a bold gambit, especially given how the MCU’s multiversal adventures have been received, but it seems unlikely that Remedy plans to explore these parallel universes. Rather, they provide an in-fiction explanation that takes what can only ever be, for licensing reasons, cameos and analogues in order to make them part of the story. Self-indulgent? A touch, perhaps, but if there was ever a place for that, it’s here. Alan Wake has always been about the way that dreams and stories can shape reality, after all. And, as told in E388’s cover story, it was attempts to make this very sequel that birthed many of the games it is now encompassing. That means Alan Wake 2 comes off as something of a victory lap for Remedy. Of course, this isn’t the endgame but just the beginning – and, as Marvel has shown, it’s keeping the momentum going that really matters. In other words, bring on Control 2. n 103
PLAY Call Of Duty: Modern Warfare III Y ou get what you pay for. And if recent Bloomberg reports are anything to go by, Activision has paid about half price for this entry in its shooter series. Modern Warfare III was reportedly cobbled together in record time to fill a gap in the publisher’s schedule, forcing lead studio Sledgehammer to put its name to a singleplayer campaign that represents just 16 months of work. Call Of Duty general manager Johanna Faries told Bloomberg TV that suggestions of a shortened development time are “wholly inaccurate”, but the results certainly appear to bear the bruises of a game shoved roughly through Activision’s pipeline. Modern Warfare III is lacking much of the polish that usually marks out Call Of Duty even at its most creatively bankrupt. That’s evident in the details of the solo campaign: the screen tear that plagues cutscenes on PC; the dunderheaded NPCs proclaiming there’s “nothing on thermals” while yellow-green blobs shuffle between the trees; the UI that fades too quickly from the screen when not in use, making it impossible to see what gear you’ve got to hand without a twitch of your scope trigger. It’s evident, too, in the higher-level structure of that campaign, which sees story-heavy missions padded out with sparse levels that lean heavily on Warzone’s existing mechanics. Pitched as ‘Open Combat’, these maps give you space to attack an objective from any angle, and fire-and-forget tools such as airstrikes, AI-manned jets and sentry guns with which to do it. But expanding the scale of your playspace, leaving you to skulk around between skirmishes, reveals the gulf between COD and other solo stealth shooters. You won’t find the deeply considered, bespoke navigational routes of Deathloop, nor the reactive enemies and alarm systems of Far Cry. You may be met with enemy patrols unable to spot bodies at their feet, soldiers funnelling like lemmings into chokepoints, and reinforcements that spawn in front of your face. Only one Open Combat map, High Rise, deserves mention, pushing you up through a winding apartment block via open windows and washing lines as you gather increasingly powerful gear to aid your ascent. While underdeveloped, it’s a relative standout that shows a way forward for this new style of mission. When Modern Warfare III does tell a story, it’s an improvement over last year’s effort, dialling back the hardboiled dialogue for something slightly more human. The shift from walking-headsock Ghost back to Captain Price and freedom fighter Farah is welcome, while some of the SAS banter actually lands this time. “It’s dark in here,” series regular Soap says of a cave near an oligarch’s mansion. “Good update,” Price replies. “Is the water still wet?” Soap lets a beat pass. “Checking. Stand by.” Nonetheless, we’re a long way from Infinity Ward’s meaningful interrogation of proxy wars and the evils done in our name by murderers in the dark. Modern Warfare III can’t be said to have anything approaching 104 Developer Sledgehammer, Treyarch, Infinity Ward Publisher Activision Format PC (tested), PS4, PS5 (tested), Xbox One, Xbox Series Release Out now These maps give you space to attack an objective from any angle, and fire-and-forget tools with which to do it RECYCLE OF DEATH For evidence of COD’s cannibalism, you need only die in singleplayer, at which point Modern Warfare III flashes an inspirational quote across your screen. It’s a series tradition – except that now, alongside the likes of John Steinbeck, Martin Luther King Jr and Pericles, there are also lines from COD’s own characters. “Three things you can’t outrun in this world, folks. Death, taxes and me.” That’s one from PMC commander Phillip Graves, in case you fancied popping it on Facebook. While last year’s entry riffed heavily on Denis Villeneuve’s Sicario, you get the sense that today, Call Of Duty’s greatest inspiration is itself. That nostalgia has fuelled some of Modern Warfare’s success, but ultimately it can only ever be a dead end. a theme or a message; instead it retreads the legacy of No Russian. A plotline leaning on multiple ‘false flag’ terrorist attacks has only become less tasteful since 2009, as American conspiracy theories have entered the political mainstream. The villain of the piece, Russian ultranationalist Vladimir Makarov, delivers soundbites such as “no one is innocent” and “war is treachery” in a tone of profundity, yet nothing he says is particularly striking or worthy of contemplation. This is the brand of bad guy who always means to get captured, and whose foiling is just another step in their 4D-chess masterplan – less a convincing strategist than someone who simply had the luxury of reading the screenplay backwards. There’s more creativity on show in multiplayer, where COD studios continue to find success miniaturising the hooks of battle royale and extraction shooters for more cramped environs. In Cutthroat Mode, three squads battle in tight terrain that guarantees Warzone-style team fights within seconds – a routinely thrilling, if sometimes discombobulating, experience. Much of it takes place on returning ‘classic’ maps, many of which are converted chunks of ancient Infinity Ward campaigns. These crowdpleasers get the job done, and they’re cheaper and quicker to produce than original levels – a benefit for a rushed production such as this. Then there’s Zombies mode, a cameo from Treyarch that reconfigures Warzone’s popular DMZ variant for co-op. The goal is to bag great gear and extract it, so you can draw on it in subsequent sessions and push into the toughest regions of a huge, monster-infested map. Happening across a second squad of three players, then hopping into a truck so that you can all fight on together, is a rollicking good time, not to mention a technical feat. Otherwise, Zombies feels like a downgrade from Black Ops: Cold War’s Outbreak, which offered similar scale with more focused, meaningful missions. This year’s DMZ-style contracts make for fragmented and unclear objectives, while swapping out items in your backpack is a frequent and fiddly frustration. There’s pleasure to be found in almost all of it. This year’s Call Of Duty is fun because 2019’s Modern Warfare reboot was. Nothing is taken away: not the smooth mantling through a window that takes the glass out of the pane with a satisfying crash, nor the gasp-inducing crack of armour under sniper fire. Yet nothing is truly added either. Remix, rehash, repackage, resell: this is the philosophy that has led us to an all-time series low. You get what you pay for. Except for those who trusted Activision with a £60 preorder. They’ve been suckered into buying a product that scarcely qualifies as an upgrade – and if early user reviews are any indication, they know it. Without immediate course correction, Activision is likely to discover that even the most 5 loyal playerbase can smell when it’s being cheated.
ABOVE Out-of-body cutscenes fail to take advantage of the immersive potential of the firstperson perspective. Having said that, some of the bantery humour between characters actually works this time around MAIN Hollyoaks veteran Barry Sloane contributes a better performance than the script deserves as Task Force 141’s gruff emotional anchor, Captain Price. ABOVE In perhaps a series first, no helicopters crash during the course of Modern Warfare III’s campaign. RIGHT Stealth is simplistic but consistent, allowing you to both catch and lose the attention of NPCs 105
Modern Warfare III’s writers struggle to deal with the fallout of Warzone, which has resurrected characters left and right Post Script To get COD out of this mess, Activision should listen to its own advice A ny miss as dire as Modern Warfare III, from a weapon as finely tuned as Call Of Duty, demands explanation. Just a few years ago, the series was riding a popcultural peak not seen since the noughties, following the one-two punch of Infinity Ward’s Modern Warfare reboot and Warzone. Freed from novelties and buoyed by the best-feeling movement this side of Apex, COD won over a new generation while reviving icons such as Soap and Price in convincing fashion. This was the hard-won payoff of a plan put into motion almost a decade ago by Activision. In 2014, the publisher announced that Call Of Duty development was to run in three-year cycles, with responsibility for each year’s release rotating between Infinity Ward, Treyarch and Sledgehammer Games. The latter was a relative newcomer to the fold, but had proved itself by putting together a singleplayer campaign for Infinity Ward when many of the latter’s staff defected to Titanfall’s Respawn. “This will give our designers more time to envision and innovate for each title,” said then-CEO Eric Hirshberg. “Finally, we’ll give our teams more time to polish, helping ensure we deliver the best possible experience to our fans – each and every time.” It was a shrewd move, protecting COD from the painfully incremental progress of 106 annualised sports games, and giving developers within Activision’s studio system more room to breathe. By 2016, it was yielding results. Under the direction of Jacob Minkoff and Taylor Kurosaki, Infinity Ward rediscovered its mojo with Infinite Warfare. Though some fans rejected the space setting, the game introduced a character-driven sensibility to the series, and leant into brave setpieces against unfamiliar backdrops. It was followed by Call Of Duty: WWII, Sledgehammer’s most impressive release to date, delivering both exquisite cinematography and large-scale multiplayer battles with a narrative thrust. With just a little extra incubation time, COD had recovered from a creatively barren period and planted the seeds for today’s cultural dominance. But the plan began to fall apart. According to Kotaku, 2020’s Black Ops: Cold War began as a co-production between Sledgehammer and Raven Software, the latter studio having typically taken a support role on previous COD projects. Yet infighting led development to break down, and Treyarch was called in to take control. Despite this upheaval, Activision opted not to pump the brakes on the gravy train, and Sledgehammer produced Vanguard just one year later. Our 6/10 review called it “a case of a studio in retreat”. In the aftermath, it seemed as if Activision might have learned some valuable lessons. A Bloomberg report from early last year claimed some executives believed Call Of Duty needed a break, and it looked as if 2023 would be the first year without a COD since 2004. But it was not to be. In the event, Sledgehammer again became the Activision studio system on the line, tasked with cranking out a Modern Warfare III at breakneck speed. What reportedly began life as an expansion campaign set in Mexico was reimagined as a premium release, taking the player all over the world and featuring the long-teased villain, Makarov. The stretch marks are everywhere in Modern Warfare III’s campaign, and it’s hard to imagine anyone is happy with the outcome. The modern game industry is one in which triple-A releases take half a decade to emerge, and are often rebooted during production to meet changing player expectations. Right now, though, many of the developers behind the biggest FPS in the world are afforded just a fraction of that room to experiment and polish. The hope is that new Activision owner Microsoft will be able to see past its hunger for new Game Pass tentpoles and give Call Of Duty’s teams enough space to thrive. Or, as somebody once wisely put it, more time to envision and innovate for each title. n
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PLAY The Invincible D uring the final scene of Starward Industries’ firstperson narrative adventure, we encounter a bug. It speaks to the qualities of this thoughtful piece of science fiction that we instinctively wonder if it’s actually a feature, pondering the implications of a bold but apparently intentional decision that certainly reflects the concluding choice we’ve just made. It wouldn’t be the first time we’ve been wrongfooted by the debut release from this Polish studio, which clearly isn’t afraid of diverging from conventional game design wisdom. As we look out across the surface of Regis III through the eyes of astrobiologist protagonist Yasna, several minutes passing by without incident, we finally concede that something might have gone wrong. Even so, we’re happy just to sit and enjoy the view. There are plenty more jaw-slackening vistas during the eight or so hours it takes to reach the endgame of The Invincible, an adaptation of sorts of Stanisław Lem’s 1964 hard sci-fi novel – this year marking the 50th anniversary of its English-language translation. It invents a new expedition to Regis III that falls chronologically between the two outlined in Lem’s book, detailing the travails of a much smaller craft and crew to tell a more intimate tale, distilling many of the themes of the source material into a relatively compact form. Since Lem’s work has often been declared unfilmable, that might seem like an act of hubris on the part of his countrymen, though in a sense that’s fitting: this is, after all, a tale of humanity’s folly, the central mantra that ‘not everything everywhere is for us’ drilled home through dialogue and even written across an optician’s chart. “We’re not supposed to be here,” Yasna says, after the latest in a string of incidents that suggest someone – or something – doesn’t want this mission to end well. Attractively dustblown and arid for the most part (such that one sudden downpour feels especially threatening), Regis III is not so much player-hostile as player-ambivalent. The air isn’t breathable for long, but nor is it toxic enough that Yasna can’t occasionally remove her helmet. Gravity is close enough to Earth’s that our intrepid scientist can walk around without too much difficulty – though the weight of her spacesuit makes her a little leaden-footed. As Yasna explores, the place begins to look more like a graveyard: anyone with even a passing awareness of how these stories tend to play out will know it’s not a spoiler to say that not all of Yasna’s crewmates are alive, nor those belonging to the planet’s prior visitors. But this isn’t so much an intense fight for survival as a quest for answers. Its anticolonialist philosophy makes it somewhat of a piece with the similarly cerebral Jett: The Far Shore – even if Yasna would much sooner leave than attempt to settle here. But structurally and narratively it has more in common with Firewatch, replacing Wyoming 108 Developer Starward Industries Publisher 11 Bit Studios Format PC, PS5 (tested), Xbox Series Release Out now The effect is simple but potent: this feels like a real place, and you feel like a real person SLIDE RULE Among The Invincible’s visual delights is the way missions are pictorially documented. Within the machines you stumble across you’ll find slides that reveal the last movements of those who came before you – and, in a few ominous cases, Yasna herself. Rather than have them resemble photographs, the developer uses comic-book-style imagery – presumably a practical as much as a creative choice, but one that proves evocative in rendering the more violent scenes. Yasna holds them out in front of her, leafing through them as she vocalises her interpretation of events, her surroundings visible through the translucent frames. The same aesthetic is used for a graphic-novel summary of the story: when you continue your game, the most recent page reminds you where you are. woodland with rocky mesas, peaks, slopes and caves. It’s navigated in similar fashion: rather than relying on waypoint markers, you carry a map to orient yourself (space tech means your position is tracked), while known elements are marked and details handwritten. A handheld device pinpoints the location of other astronauts – alive or otherwise – when you’re close by, and a scanner cuts through the level topography to recast it in wireframe form, in some cases revealing phenomena beneath the surface. A portable telescope lets you highlight environmental features, perhaps even naming them (you get to do the same for a spherical probe droid you discover). And you get to communicate with others, chiefly your astrogator superior Novik, via a helmet mic that’s visible throughout. Indeed, you’re constantly aware of your physical presence within this world. Turn your gaze to the sky or ground and you’ll see the rim of your helmet, while there’s a palpable heft to your movements – though it’s a pity that, playing on PS5, more isn’t made of the controller’s haptic capabilities. Beyond the handsome design of your kit – and those you discover, including a Buck Rogers-style raygun – there’s a tactile quality to every interaction, with buttons, levers, switches and more tapped, pushed and dragged via the right trigger. These collectively serve to accentuate your human strength and frailty, underlined when you break into a run (well, more of a slow jog) and your visor fogs up at the edges as Yasna gasps for breath. Those gulps grow deeper and more urgent after we make one altruistic choice; another act of compassion stalls her progress in a different way, stressing the cost of your sacrifices. The scale of the place, too, emphasises your vulnerability: The Invincible strikes a fine balance between making Regis III inconvenient or uncomfortable to navigate without the route to your destination ever feeling arduously long or circuitous in a contrived way. When you pilot a rover, it’s a pig to control, albeit not to the brokenshopping-trolley level of, say, Deadly Premonition’s driving sequences. The effect is simple but potent: this feels like a real place, and you feel like a real person, with all the feelings such a situation naturally engenders. That extends to the way The Invincible’s story is told, its climactic scenes suffused with tension but eschewing neat resolutions. However, while there is something quietly radical – and thematically apposite – in the way a potentially dire situation is resolved via logic and reasoning, it loses some of its impact in the rudimentary way its conversations are presented. Something for Starward Industries to build upon with its next mission, then, but its maiden voyage is largely successful, even as it depicts an adventure that isn’t. As for those views? Though Yasna might be of different mind, you’ll want to linger on Regis III until your suit’s oxygen (or the 7 space on your console’s media gallery) runs out.
LEFT Your handheld locator even looks a little like Firewatch’s walkie-talkie. Though Regis III is no place for a spot of light flirting. MAIN It’s a pity The Invincible‘s (slightly perfunctory) photo mode doesn’t have Starfield’s filter that can turn shots into weathered sci-fi book covers. You get plenty of views that would work as such without any camera repositioning. BOTTOM The rover feels surprisingly lightweight: it can tip over if you’re not careful, though you can usually extricate yourself from awkward positions ABOVE Daisy May delivers a convincing performance as Yasna, her characterisation balancing everywoman charm with scientific smarts. It’s pleasantly surprising how frequently her thoughts reflect your own 109
PLAY A Highland Song M oira McKinnon breaks into a sprint, accompanied by a whoosh as if a tailwind were hurrying her along. For once on this 15-yearold’s solitary journey to the sea (born and raised in the Scottish Highlands, she’s never been) at the behest of her uncle Hamish, she’s got company. Moments ago, a deer appeared before her, this quadrupedal sherpa seemingly ushering her to follow it. As it accelerates into a gallop, she matches its tempo, hopping between and over rocks with taps of X and Y as the fiddles and accordions of a Celtic folk soundtrack briefly dispel the rain and thunder. Our teenaged protagonist whoops with delight, her cries sporadically becoming anxious yelps as missed cues see her stumble and wobble. Yet as the strings recede, giving way to the sounds of the mountains once more and a grinning Moira catches her breath, her exhilaration matches our own. Had Inkle included more of these fabulist flights of fancy, A Highland Song could well have come across as twee, presenting an unconvincingly rose-tinted view of its setting. Instead, it finds the ideal equilibrium, deftly balancing the magical with the realist. These sequences, after all, often come after more arduous sections; here, you’re reminded that while Moira’s home might offer spectacular views, they’re often masked by inclement weather and restricted to those prepared to tackle its challenging terrain. Make no mistake: this is a legitimately treacherous trip, and you’re unlikely to arrive at your destination without a few cuts and bruises. Not that Moira is thinking about those when she sets off from home, flushed with the enthusiasm – and naïveté – of youth. Already she knows her destination, and for the first step on her journey, she has a route in mind. “I sketched the path I need next from my windae,” she says. “In case I cannae find it once I’m down in the trees.” It’s an elegant way of saying, essentially: tonight, Matthew, I’m going to be The Legend Of Zelda: Breath Of The Wild. As in Nintendo’s game, you regularly make your way up to high ground, plotting your next target by gazing at your surroundings and marking them on a map. This time, however, you don’t have a complete map. Rather, you find fragments in caves and crevices, or nestled on out-of-the-way mesas and cliffsides: incentives to stray from your intended path. Reach a peak and you might be invited to name it, based on your existing and acquired knowledge, from discoveries and memories. Whether you’re correctly identifying a peak or pinpointing a spot on the horizon that corresponds to a hand-drawn map, it’s hard not to share Moira’s satisfaction as she celebrates with a gleeful “yaass!” (One of A Highland Song’s many strengths is how Scottish it feels; when the temperature drops to its lowest point, the display reading not as ‘freezing’ but ‘pure Baltic’, we wonder if we could get used to survival mechanics were they more often presented using the local vernacular.) 110 Developer/publisher Inkle Format PC (tested), Switch Release December 5 You’re constantly aware of Moira’s human strengths, and especially her vulnerabilities LOCH STEP You’re given a time limit to reach the lighthouse where Hamish awaits, but it doesn’t seem binding: on our first attempt at reaching the coast, we’re still allowed to explore at one day past, when we reload an earlier save after wasting a couple of in-game days struggling to locate the way forward. The aim is to get there before Beltane, a Gaelic term for May Day: as a festival rooted in Celtic myth, it’s in keeping with the game’s more fantastical elements, which variously have the quality of ghost stories and fables. Indeed, there are folkloric elements to Moira’s own story: if Inkle seems to show its hand at a surprisingly early stage, our initial assumptions are smartly subverted by that quietly wondrous climax. Those systems have been dialled back from earlier iterations of the game. Though you’re invited to pause for sustenance (as Moira asks whether it’s possible to survive such a trek on Curly-Wurlys alone), you’re never forced to find food. But between those rhythm-action runs that boost your endurance and the presence of a stamina gauge that depletes during downpours – and, for that matter, the zoomed-out views that emphasise the scale of the journey ahead and the protagonist’s diminutive stature – you’re constantly aware of Moira’s human strengths, and especially her vulnerabilities. The game’s climbing mechanics may be less involved than, say, Jusant’s, but it consistently feels more dangerous. Even when you know there’s no real punishment for falling, it’s impossible not to gasp as Moira relinquishes her grip. Such instances are rare, but there’s a sense of tension and release as she scrabbles up to a ledge, dropping to her haunches as you press a button to catch her breath, or another to rest awhile and recover lost stamina. It’s amplified by sharp, economical writing: your heart aches for Moira when she worries aloud that she’s going to die out here, berating herself for being underprepared, or for thinking she could ever make such a dangerous journey in the first place. Between ghosts and goshawks, at most turns you’ll add to a growing collection of stories – some discovered, some remembered, and some incomplete, leaving gaps you fill yourself. But A Highland Song is not beyond sending you down cul-de-sacs: at one point we waste an in-game afternoon inching through a crawlspace, only to retreat whence we came with nought but a muddy cagoule and rumbling stomach for our trouble. These mountains are not intended to be convenient to explore, and occasionally the purposely difficult terrain combines with the weather to make progress heavy going. That in itself would be fine, but on rare occasions prompts fail to appear unless you’re standing in a precise spot, while an apparently solid wall is only revealed as permeable on the third time of bumping up against it. That’s less an issue of level design than presentation: occasionally you’re left squinting into the darkness (encouragement, perhaps, to scale peaks during daylight). But not all of the found maps match the in-game topography, as you scour the horizon for bumps that exist only in sketches. Perhaps, though, the reason A Highland Song stays in the memory is because of those bumps and scrapes rather than in spite of them. And either way, the ending is a delight – a denouement to fill the heart and reward even the most circuitous of routes to reach it. This being an Inkle game, of course, we’re invited to start again from the top. Can we make it to the sea in less than a week this time? Who knows, but as that friendly ruminant invites us to match it stride for stride, we’re 9 powerless to resist. As Moira might put it: yaldi!
ABOVE A Highland Song’s skies are among the finest we’ve seen. Their painterly look combined with the convincing weather effects gives them an almost mythic quality. RIGHT Moira can bed down in the mouth of a cave if there isn’t a bothy nearby, but her sleep will be affected, which in turn results in a hit to her maximum health. BELOW Maps and items persist between runs: on our second playthrough, we locate an early hidden path from a hint found right at the end of the first, leading to another potential shortcut for which we’re seemingly missing the right item. There are plenty of incentives for returning, then ABOVE As well as identifying peaks, or confirming locations marked on the maps you find, there are a number of optional bespoke interactions to discover. Be sure to leave offerings on mountaintops if you can spare them 111
PLAY The Talos Principle 2 W hat is society? Is it a form of stewardship, to protect ourselves and the planet on which we were born? Is it a vehicle for us to expand our consciousness as far as possible? Or is human progress inherently doomed? Such questions are part and parcel of playing The Talos Principle 2. Its philosophical conundrums tug constantly between realism and optimism, myth and history, curiosity and punishment, as an android society grapples with the legacy of its self-destructive human past – all while trying to determine its post-human future. In the 2014 original you were placed within a simulated garden of Eden, tasked simultaneously with completing puzzles and grappling with the concept of free will – eventually defying the garden’s overseer, Elohim, to prove your readiness to enter the real world. The Talos Principle 2 builds on that philosophical foundation, seeing you ‘born’ into the 1,000th android body of New Jerusalem, a city founded by the entity that completed the trials of the first game many centuries ago. Now that you androids are out of the simulation, and have proved your autonomy, you have the significantly more challenging job of figuring out what comes next – a hard limit on your society’s growth, continued expansion, or something in between. The seemingly serene city is full of disagreement under the surface, which is intensifying as the population grows. To complicate matters further, an illusory Prometheus is promising secret knowledge – we’ve heard that old chestnut before – should you venture outside the city to free him. Soon enough, you’re back solving puzzles in an attempt to explore this newly found island and reveal its many secrets, unlocking successive regions and delving into mysterious structures. All the while, you hash out Socratic dialogue with your band of fellow androids, helping you determine your own position on the direction of this new, post-human civilisation. Do you grasp for the secrets of the universe, or decide some things are best left out of human – or, rather, android – hands? It’s an intriguing premise, and mythology buffs will enjoy piecing together the viewpoints of Sphinxes and Titans, alongside the literary naming conventions for your colour-coded android friends (Melville, Byron, and so on). While the story lags at times, it does a fine job of comparing and contrasting distinct perspectives as you go on, making the entire game a marketplace of ideas in which you act as a resolute window shopper. Like the original game, it makes for a distinctive blend of logic puzzles and philosophical critique. Musings on the nature of reality and consciousness are interspersed with spatial challenges in which you must use teleportation devices and multicoloured lasers to reach your goal – like a galaxy-brain rat freeing itself 112 Developer Croteam Publisher Devolver Digital Format PC, PS5, Xbox Series (tested) Release Out now Now the stakes are higher, the world is busier, the visuals sharper. Everything benefits from the grander scale AIM FOR THE STARS Optional challenges are rife across the game’s many regions, and you have to explore extensively both to spot these clues and to figure out exactly what they refer to. Successfully solve these puzzles, marked by Sphinx or Pandora statues, and you’re rewarded with collectible stars, which aren’t needed for the main story but, as in the first game, unlock a secret ending should you manage to gather them all. Some are as straightforward as chasing an orb of energy across the map, while others require you to decode an engraved chart to locate specific triggers. The lack of an easy in-game map proves an irritation at times, though it makes deciphering these puzzles all the more rewarding. In other words, be sure to keep a pen and paper handy. from a series of mazes. But now the stakes are higher, the world is busier, the visuals sharper. Everything benefits from the grander scale, whether you’re puzzling your way across frozen landscapes, exploring a damaged laboratory or rearranging blocks inside a pyramid. These challenges are consistently strong, with a new suite of devices that mesh together in devilish ways – continually pushing you to think smarter as the difficulty escalates. And many of the first game’s kinks have been ironed out on this second run. A fiddly video feature, which previously allowed you to co-complete puzzles with a recording of yourself, has been replaced with a second android body you can swap between for certain puzzles. Meanwhile, the first game’s flat, Tetrislike puzzles have evolved into three-dimensional bridges that need to be constructed between sections of the map – a tangible improvement, even if they still feel a little disconnected from the puzzle logic elsewhere. Croteam expertly mixes its combination of lasers, force fields and handheld gadgets for its puzzle-box dioramas, the solutions often seeming opaque until they slowly come into view. With optional puzzles to help meet your quota, freedom as to the order in which you tackle them, and (albeit scarce) collectible tokens that let you sidestep puzzles entirely, The Talos Principle 2 helps nudge you forward on the occasions you get stumped on a brainteaser. The lack of timing-based puzzles affords you the room to mull over these conundrums without pressure. The developer trades the linearity of Cocoon and the momentum of Portal for a more contemplative stop-start pace, which ensures space is made for the ontological conversations happening around you. (“Existence? It’s totally gnarly.” Well, quite.) Crucially, the game’s larger scale extends to its intellectual scope. It juggles a lot more ideas, and the game benefits from the liveliness and humanity of its central cast, whether that be the droll asides of a robot engineer or musings on the comparatively short lives of domestic cats – all of which helps to make the puzzlesolving process a little less lonely. And Croteam draws on a host of sources from across history and fiction, mixing classical philosophy and 19th-century authors with visions of a futuristic utopia. It’s a fascinating mix, and one that this sequel carries confidently, allowing it to take bigger swings, the majority of which connect. That central combination of philosophical debate and logical reasoning remains as robust as it did nine years ago, asking you not only whether your mind is up to the task of completing puzzles with a single correct answer, but also whether you’re able to move beyond that rigid thinking and choose a path for yourself – whatever the consequences. In the words of the android Byron, “There’s a price for pursuing progress. But there’s also a price for not pursuing it.” Playing this, it’s 8 clear Croteam was wise to choose option A.
ABOVE A colourful cast of characters, from sardonic engineers to cautious mayors, keeps the journey interesting, while distinctive hues and voices, plus names taken from myth and legend, help each of them stand out MAIN Despite the narrow spaces of most puzzles, there’s a vast and varied landscape that connects between them, and the game looks gorgeous even in console form. ABOVE Prometheus, from Greek mythology, was a Titan who gave humanity the secret of fire, and was punished by the gods for it. His biggest crime is probably ruining your birthday party here, though. RIGHT You’ll return regularly to this imposing pyramid, unlocking different doors as you complete puzzles in the surrounding area 113
PLAY Like A Dragon Gaiden: The Man Who Erased His Name S ince its Japanese debut, Like A Dragon has been released near-annually on home turf – such that it’s easy to consider it Japan’s equivalent to Assassin’s Creed. Coincidentally, in the latest entries in both series things are pared back to their foundations – in this instance reverting from the previous game’s turn-based RPG mechanics to realtime brawling, with Kazuma Kiryu returning to the spotlight. But, as the title’s suffix suggests, this is a side story, told in parallel to the events of Ichiban Kasuga’s recent adventure. With most instalments set in the same year as their release, the fact that Gaiden is set in 2019 is telling: this isn’t a course correction from RGG Studio, but a nostalgia trip. There are limits imposed by the narrative, though. Now serving as an agent for the shadowy Daidoji faction under the alias Joryu, the supposedly deceased Dragon Of Dojima naturally cannot return to his old stomping ground of Kamurocho, especially since his dark suit and shades aren’t much of a disguise. Gaiden settles instead for the next best thing: Osaka’s Sotenbori, a familiar sight from breakthrough prequel Yakuza 0 and Kiwami 2. In addition, there is The Castle, a decadent playground for the rich reminiscent of the first game’s Purgatory, right down to a coliseum hosting underground deathmatches. Given the reported six-month lead time, it’s no surprise to see recycled ideas, and once fists start flying, it’s clear several of Kiryu’s Heat takedown animations from Yakuza 6 are being used here. Developer/publisher Sega (RGG Studio) Format PC, PS4, PS5 (tested), Xbox One, Xbox Series Release Out now Given the reported six-month development time, it’s no surprise to see recycled ideas Which isn’t to say there aren’t new features to dig into. Chief among these is Kiryu’s Agent fighting style, which starts you off with the Spider gadget, enabling you to shoot wires that can lasso enemies before flinging them into others or pulling them within range of an uppercut. It’s an imperfect tool, a struggle to control the direction in which the wire swings or who it targets, its ability to grab nearby objects and weapons proving unreliable. Other unlockable gadgets – attack drones, cigarette bombs, and jet-boosting shoes – also require holding down a corresponding face button, which lacks the immediacy of simply throwing a punch. As such, it’s tempting to revert to the tried-and-true Yakuza style as soon as it becomes available. But if all this new tech encourages you to keep your distance, several upgrades later their effectiveness becomes apparent as you increasingly find yourself surrounded by scores of foes. In mass brawls where we’re joined by temporary allies, we’re happy to hang back, letting them go on the offensive as we fire off a few gadgets to thin out the numbers (or jet around to sweep low-level thugs off their feet) before mopping up. But perhaps the most effective addition to fights is 114 IN THIS ECONOMY Perhaps Gaiden’s most unlikely callback is in adopting Yakuza 0’s money-based system for upgrading Kiryu’s abilities, especially without the same context of economic boom – a decision that makes sense for his gadgets, but significantly less so the ability to recover after getting knocked down, for instance. As these upgrades become more expensive, you face a series of dilemmas when you’re also budgeting for new equipment and suave outfits for Kiryu. Taking some time out to complete requests for Akame is a quick way to earn cash early on, while you’ll be surprised how many platinum and gold plates are just lying around to be pawned at Ebisu. Payouts also grow over time, with the biggest reserved for the coliseum’s toughest challenges. Kiryu’s ability to parry stronger opponents’ unblockable attacks before following up with a powerful counter, a welcome option against bosses. The Spider has a use outside combat, too. As you explore, blue flashes in high places mark items that you can retrieve with the wire, encouraging you to be more attentive to your surroundings. Among the restoratives and pawnable plates you’ll find a variety of objects, the retrieval of which forms part of Gaiden’s biggest side hustle. Rather than setting up his own business, Kiryu is pressed into running errands for Akame, an information broker whose network you expand by helping Sotenbori’s homeless, as well as other locals in need. From teaching punk gangs preying on the helpless a lesson to fetch quests, you can tackle most of these while pounding the streets, unlocking perks, additional abilities and an item shop as Akame’s reach expands – alongside bespoke sub-stories with greater rewards. There are fewer of these than in a typical mainline entry, while several riff on past asides. But if there’s a sense that the studio’s writers are rehashing old ideas on a tight schedule, some callbacks are more intentional, rekindling memories of important individuals in Kiryu’s life, or providing cameos for a couple of familiar Kamurocho faces. At five chapters, Gaiden is comparatively short, but its pace is on the leisurely side, between its luxurious cutscenes (a reminder, after Ishin’s flirtation with Unreal, that RGG’s Dragon Engine is made for leathery faces and clothing) and the lulls that force you to complete side activities before the story can continue. It doesn’t skimp on the usual distractions, from karaoke to darts to golf, and offers the most generous line-up of Sega classics to date, even if series regulars will experience a stronger sense of déjà vu than usual. One notable difference comes in the form of ‘immersive’ cabaret clubs with live-action hostesses, which feels like a throwback to earlier entries that catered more to the male gaze. Elsewhere, Gaiden hints at an alternative direction to its current RPG trajectory, with combat damage factoring in status effects such as bleed, stun, burn and shock. The coliseum’s team rumbles, in which you command up to ten party members in realtime, makes us wonder whether the latest party-based entries need to be turnbased after all. As this parallel story inevitably brings us to its predecessor’s climax, there’s no escaping the feeling that we aren’t merely reading the yakuza’s last rites, but getting one last hurrah with Kiryu. Yes, it’s a little too familiar in places. Yet the opportunity to be reunited with one of the medium’s great protagonists is hard to resist – and, following an ending guaranteed to melt all but the coldest of hearts, we realise we’re 7 not quite ready to leave this all behind.
LEFT Dealing street justice to thugs is par for the course, but it’s never not amusing when seemingly normal citizens want to pick a fight, entirely oblivious about who they’re tangling with. MAIN Tougher enemies still tend to have rock-solid guard and devastating Heat stances, but being able to counter the latter helps to shift the balance. And don’t forget to pack some spare Toughness drinks or food items, naturally. BOTTOM Holding down the right trigger puts you into Extreme Heat mode for as long as you have the Heat gauge to burn. In Agent style, it’s a powerful and efficient way of clearing out an area ABOVE Of Kiryu’s new agent gadgets, Spider has the most useful upgrades, as it can lasso multiple targets or even yank weapons off armed foes. That said, 007-inspired cigarette bombs will never fail to provide entertainment 115
PLAY Persona 5: Tactica A tlus certainly knows how to get the most from its biggest series. As such, after dabbling in rhythm action with Persona 5: Dancing In Starlight and collaborating with Omega Force on Persona 5: Strikers, its decision to explore turn-based tactics for this latest spin-off is less of a surprise than it might otherwise have been. With these offshoots, P-Studio has proved it can successfully adapt the elements that make the core game so recognisable, from the way Personae are used in battle to the satisfying All-Out special attacks. Tactica is another attentive adaptation of the Persona 5 formula, but, as with Strikers, in endeavouring to offer something for everyone it feels like a game that may not fully appeal to anyone. Tactica follows on immediately from the finale of Persona 5: Royal. The school year has just ended, with Makoto imminently off to university and protagonist Joker about to leave Tokyo and return home. The Phantom Thieves assemble at Café Leblanc one last time to reminisce about their time together, but just as they overhear a TV news report about a famous politician, there’s a shift in the air and they are transported to what seems to be a different dimension, at once close to what they know as the Metaverse, yet somehow different. Here, a tyrannical woman named Marie rules over everything, subjugating a populace of diminutive people with hats for faces. Obsessed with arranging the perfect wedding for herself, Marie doesn’t look kindly on interruptions, and manages to brainwash the Phantom Thieves – save for Joker and Morgana, who escape with the help of Erina, leader of a local rebel group. Developer P-Studio Publisher Sega Format PC, PS4, PS5 (tested), Switch, Xbox One, Xbox Series Release Out now That deviation from Persona 5 as we know it only serves to make Tactica a little bland by comparison Rescuing Joker’s friends and uncovering Marie’s identity is only the beginning of a story that spans a good 40 hours. For all the effort invested in delivering alternative lore in the form of a non-Metaverse, that deviation from Persona 5 as we know it only serves to make Tactica a little bland by comparison – and that’s before considering the new turn-based tactical battles. While the original game took time to put its villains and their actions into a real-world context, here enemies, and even allies, could be anyone, since there is no connection between the alternative dimension and the pre-existing world. You simply encounter evil people doing evil things, the nuances of the original story largely conspicuous by their absence. In combat, each stage comprises an assortment of structures that grant either full or half cover. To defeat enemies, you must first lure them out of cover, since they are otherwise rather resistant to damage. To achieve that, you must call on your Personae – each party member now has their regular Persona and can equip another besides, a skill previously limited to Joker. You can use either a Persona attack or melee attack to blow enemies away from behind cover, the advantage of the 116 SPLAT’S ENTERTAINMENT Persona 5: Tactica’s paid launch DLC is called Repaint Your Heart, a standalone expansion featuring Goro Akechi and Kasumi Yoshizawa from Persona 5: Royal as Joker’s only available teammates. As the name suggests, this time you take on an artist. Named Guernica, they seem aware of the existence of Personae, even in the real world, and keep painting images of Joker’s first Persona, Arséne, around Tokyo. In Guernica’s domain, you use paint in battle: causing damage splatters paint onto the environment, which can either make it safer or more dangerous. Standing on an area daubed in your team’s colour makes you more vulnerable to damage and costs you cover. Additional ‘brutal’ challenges suggest it will offer a real test. former being that you don’t have to leave cover yourself. Once an enemy is in the open, they effectively become helpless for the remainder of the round. Hitting them with a ranged attack grants you one more turn, while positioning all team members in a triangle formation around an individual opponent lets you trigger an AllOut attack that deals significantly more damage. With its heavy use of ranged weapons, the natural comparison is XCOM – although, since Tactica is intended to be approachable to genre newcomers, you needn’t worry about hit percentage, nor permadeath. The effectiveness of cover is generous, too, since facing cover from any angle grants you protection from attacks from behind, whether your rear is exposed or otherwise. Tactica is equally charitable when it comes to movement: as long as you haven’t selected an action, you can move your characters around as much as you like. As a result, you’ll spend most of your time prioritising damage output over protecting your units, since they can withstand plenty of punishment, while healing magic is always available in a pinch. How Tactica explains these systems is suboptimal, to put it kindly. It drowns you in text explanations for the first half-hour, letting up for a while before doling out further basic lessons, such as how to use higher ground and perform combo attacks, over the course of several hours. It feels as if you’re stuck in tutorial mode for the entire first quarter of the game, with no comprehensible reason to delay certain types of attack. Yet even as it goes out of its way to deliver these lessons in the least helpful manner possible, once you grasp the fundamentals Tactica becomes a pushover – perhaps even for the genre newcomers for whom it has evidently been designed. The wealth of Personae, together with the range of upgradable skills and equipment, make the group enormously overpowered during the early stages in particular. It’s a problem exacerbated by the lack of enemy variety and some questionable AI – and, since elemental weaknesses no longer play a part, there’s scant incentive to collect more Personae. The biggest disappointment, though, is level design. A single area is often used for several missions of a similar type, and even when you visit somewhere new, the layouts quickly start to repeat. Coupled with the lack of mission variety, Tactica lapses into repetition and eventually tedium – certainly for those well-versed in turn-based tactics, and probably even for players with the benefit of no prior genre experience. The saving graces, as ever with Persona 5, are the Phantom Thieves themselves: their new aesthetic makeover is effective, while the sparky banter between the group is sure to make series fans feel right at home. Indeed, Tactica is very much a Persona 5 game, with all that entails: conceptually sound, visually stylish, 6 lovingly assembled – and needlessly drawn out.
RIGHT The typical Persona 5 presentation – speedlines, outsized text and, of course, someone screaming “Persona!” – makes even regular attacks feel great. BELOW Ahead of making any attack it’s a good move to check your enemies’ movement range as well as your own in order to successfully evade a counter. MAIN Lady Marie subjugates Erina and her friends, but she’s only a cog in a much bigger machine and thus a typically long Persona game ABOVE Once the Phantom Thieves’ voltage meter is filled, any member of your party can unleash their particular special attack. Ann, for example, can set forth a little enemy-seeking bomb that waddles across the map 117
PLAY Last Train Home W hen Bartolomèj Kvapílek is killed during one of Last Train Home’s first missions, we immediately reload to see if we might save him. Described as a ‘drunken bard’ in his biography, he has the Chaotic and Charismatic traits, but beyond that it’s difficult to let go of any soldiers so early in our journey. Twenty-five hours later, we barely flinch at leaving Leona Hráblová behind. She may be an excellent medic and a veteran of almost every deployment, but she has become Weak, Self-conscious, Scarred, Impaired, and Agitated – debuffs that collectively make it impractical to keep her on the train when there are others eager to join, even if it would be the moral thing to do. Our sentiments speak to Last Train Home’s two greatest strengths. On the one hand, it fosters a firm bond between you and your soldiers, fictionalised analogues of the real Czech and Slovak Legionnaires that found themselves stranded in the newly constituted Bolshevik communist state during the Russian Civil War of 1917–23. The combination of traits and bios, together with trackers for health, stamina and morale, base stats such as Fitness and Intelligence, one of four ideologies, and up to six roles based on the soldiers’ experience, helps to foster the illusion of real personalities. These interact with other mechanics in a way that forces you to use, and thereby get familiar with, all your troops. On the other, Last Train Home does its best to put that bond under strain, as the Legionnaires board a train from the World War I frontline in Ukraine to an extraction point in Vladivostok. Thousands of kilometres of war-ravaged towns and countryside, ambushes and Siberian winter force compromises that transform the way you see your role as commander. It’s not necessarily about doing right by your troops, but the best you can in rapidly deteriorating conditions. That sense of camaraderie through hardship is delivered across four modes: a bird’s eye view of the journey marked with points of interest to investigate; a close-up view of the train, including micromanagement of speed, resources, train car functions, upgrades, repairs and train roles; realtime missions in which you deploy up to ten squadmates in locations ranging from fields to urban centres; and events that rely on RPG-like dialogue and decisions. Together, these offer interesting ways to test your relationship with your soldiers, but they also bring a number of minor frustrations. The longer we spend with Last Train Home, the less we take advantage of optional points of interest. In part, that’s because they become repetitive; we lose count of the number of blockades, abandoned villages, forests and lakes we explore. And then there’s the game’s curious economy. While points of interest generally yield few resources and merchants charge an exorbitant price for them, the realtime missions invariably have a relative 118 Developer Ashborne Games Publisher THQ Nordic Format PC Release Out now It offers some of the strategy genre’s finest storytelling, with a surprising amount of wellwritten prose ONE TRACK MIND When we spoke with Ashborne Games in E389 it was clear that sacrifices had to be made to streamline historical fact to fit the game’s fiction. While understandable, and clearly considered, we do wonder whether the end result goes a little too far. In particular, the nature of the Red and White Armies and their support base have been oversimplified. Last Train Home does acknowledge some nuances, especially in its encyclopaedia, but it also strays close to portraying the Reds as the unmitigated bad guys and the Whites as the flawed good guys. In reality, even if the White Terror might not have compared in scale and systematicity to the Red Terror, the White Army was nonetheless guilty of atrocities, and attracted the far right to its ranks. abundance of fuel, metal, cloth, food and ammo scattered around their maps at no cost. Thus, it pays to invest soldier stamina and risk their health on missions rather than points of interest. As a result, though, you can spend long stretches of time scrambling around a mission map for resources instead of engaging in battle. There is a diegetic explanation for this – the Civil War led to both runaway inflation and egregious waste – but it breaks the pacing and can feel like busywork. It’s also an opportunity to observe occasionally puzzling behaviour in the enemy AI. Missions showcase a welcome range in level design, from tight streets that encourage you to split your squad for cover or to flank your enemy, to grass and shrubs that offer opportunities for a stealthier approach. Yet the AI often negates the need for thoughtful tactics. In one encounter, for instance, we blow up four soldiers and a machine gun with a grenade while another four look on without reacting – presumably because the explosion is outside their vision cones or because we remain hidden in grass. Train management can likewise feel arbitrary on occasion: when a new group of Legionnaires asks to join our train, why can’t we stop to build additional beds rather than be forced to choose comrades to leave behind? With many of our soldiers frequently injured, ill, or tired from missions, we also spend most of our attention on upgrading living conditions, heating, and maintaining the hospital car, rather than researching better weapons or cooking meals for temporary buffs. These grievances, however, are often forgotten in the face of the narrative. Last Train Home offers some of the strategy genre’s finest storytelling, with a surprising amount of well-written prose, scripted drama and character development tucked into the game’s events and RPG-like decisions. The latter largely comes courtesy of Captain Langer, portrayed by Karel Dobrý, who’s your advisor and provides the main character arc for the story. Other aspects can feel slightly forced. One late-game mission, which involves helping volunteers for the antiBolshevik White Army as they make a desperate stand against the Bolshevik Reds, feels at odds with your role as the Legion’s commander. Helping the Whites at this juncture is a point of honour, not instrumental to the train’s journey, so it’s unclear why it’s compulsory, other than its role in setting up a future plot development. Still, if it occasionally shares Kvapílek’s less desirable attributes, Last Train Home coalesces into something unique – telling an absorbing and heartfelt story of a complex and lesser-known period of world history in a way that conveys its sense of adversity and comradeship through a set of engaging systems. And in a genre preoccupied with conquest, its hopeful concluding note of independence – the Legion’s actions in Russia are tied to the formation of the First Czechoslovak 8 Republic – makes for a welcome epilogue indeed.
ABOVE The real Legion had thousands of troops in Russia, but in this game you never command more than a few dozen soldiers. This means that all of them get to feature in the game’s scripted and randomised events TOP It’s not a direct replica, of course, but the Russian countryside has an authentic feel to it. There is something relaxing about watching your train rack up the miles. MAIN Despite occasionally strange AI, some missions really test your tactics. After facing multiple waves of enemies here, we’re about to be surprised by some tanks. LEFT The story is delivered via a combination of in-engine cutscenes, live-action film footage, and drawn stills. Karel Dobrý is convincing as your adviser, Captain Langer 119
PLAY SteamWorld Build S teamWorld’s brilliance has always been the ability to take a genre, pare it back to its base elements, then add a twist. The Dig titles concealed a Metroidvania within a Terraria-looking game of mining ore; Heist flattened the turn-based tactics of an XCOMlike into 2D, with manual aiming letting you set up trickshots. In creating the first entry in this meandering series not led by the original Image & Form team, The Station is understandably careful to stick to the formula. The result is an approachable take on the city builder that leads you by the hand through each layer of its systems. You begin with an expanse of land and a build menu that offers dirt paths and basic dwellings, which you’re gently encouraged to lay down before unlocking the next set of options, and again, and again, until you’re linking together complex chains of foundries, refineries and outlets. A sand-sifting factory placed down in the desert can be used to feed a glassblower, who makes bottles for moonshine, keeping your saloons topped up and nearby Steambots lubricated. As you might expect, given the way this series has always foregrounded its delightfully ramshackle automata, there’s a real focus on the inhabitants here. They must be kept happy, plied with booze or stetsons, As SteamWorld’s first foray into 3D, Build does a good job of retaining its essential visual personality – but in sticking with the dusty old-West look, it does create some problems differentiating between building types 120 Developer/publisher Thunderful Publishing (The Station) Format PC (tested), PS4, PS5, Switch, Xbox One, Xbox Series Release December 1 DIGGING DEEPER Build’s mining aspect pulls on SteamWorld history in two ways. Carving a base out of the rock, one block at a time, recalls the rhythm of Dig, while placing turrets and traps goes back to the very first game in the series, SteamWorld Tower Defense. The latter genre is one we’d liked to have seen explored more: while initial encounters with enemies are thrilling, the lack of fine control means we eventually overlook even big incursions, checking in once it’s all over to make repairs. but that comes with time. Your rank-and-file Workers only desire a general store and a repair shop; once satisfied, you can upgrade them into Engineers, who have more refined tastes. As you grow the population of each successive class, the game ticks off a Milestone and introduces new buildings, with needs to match. Here’s a burger joint; now your Engineers crave metallic meat. These Milestones stack towards Build’s ultimate goal (building an escape rocket) and the source of its big genre twist. Not just because it offers a spine of structure to city building, but because the rocket’s parts are buried underground, in three layers of mine shaft. This part of the game runs on an interlocking set of resources (oil from the mines can be refined into diesel above, while building an oil extractor requires sheet metal, produced topside) and its own rules. Miners don’t have needs to meet, for example, just running costs. Dig deeper and you’ll unearth threats that must be dealt with by guards and automated turrets. It adds up to an effective plate-spinner where there’s always something else demanding attention: a sudden shortage of one resource, an outbreak of weird critters below. By the time the rocket blasts off, it feels like we’ve completed a tutorial for the genre at large. That’s the first half of the formula ticked off, then, but the trickier bit is left unfulfilled. You can’t just mine your 6 inspirations; ideally, you should build on them.
PLAY Thirsty Suitors A t their core, most videogames task you with sorting out someone else’s mess. In Outerloop Games’ second release, however, the mess is very much of your own making. Returning home ahead of her sister’s wedding, Jala, a 20something pansexual desi woman who has left a trail of heartbreak in her wake, must confront her six exes – who, in her absence, have formed a vengeful mob. In essence, it’s a South Asian take on Scott Pilgrim Vs The World, sharing a vibrancy and vitality with Edgar Wright’s adaptation, but distinguishing itself with its distinct Indian and Sri Lankan flavours and unusual hybrid of cooking, skating and RPG-style turn-based combat. The grace, style and athleticism with which Jala removes her coat and headphones upon walking through her front door makes you realise why so many people have fallen in love with her. Indeed, if she’s possessed of chaotic energy, it’s a force she’s been able to channel into her every movement, whether she’s acrobatically washing her hands, spinning atop a fire hydrant, or slamming a basketball into a would-be suitor (sent by her overbearing paati, whose imminent arrival is itself a cause of consternation). For the most part, though, it’s hard to recognise this version of Jala as the philanderer The game’s ‘thirstsona’ mechanic feels undercooked. Ostensibly your responses allow you to lean into three personality traits – Heartbreaker, Star or Bohemian – but these only amount to marginally different stat boosts Developer Outerloop Games Publisher Annapurna Interactive Format PC, PS4, PS5 (tested), Switch, Xbox One, Xbox Series Release Out now DAD BODHI It’s apparent from early on that Jala’s mother’s strictness – which clearly comes from a place of love – is a by-product of her own upbringing. In contrast, her more progressive father is an oasis of calm, providing respite from the constant arguments in which Jala can’t resist becoming embroiled. Each day concludes with a heartwarming little ritual, as she hops onto the sofa to watch TV with him, before falling asleep on his shoulder – prompting him to give her a piggyback ride to bed. for whom so many hold so much antipathy, even when you pick more abrasive responses in battle to deal bonus emotional damage, or taunt opponents into a rage or teary distress, softening them up for followup attacks. The game surrounding her, however, is appropriately mercurial. It’s redolent of something from the PS2 era, in the sense that it throws a variety of ideas at the wall to see what sticks. Its component parts hold up reasonably well – combat and cooking lean on timing-based inputs, from stick shunts to button mashing, but these QTEs are accompanied by imaginative animations, from coquettish waves to arouse an ex’s lingering thirst to pirouettes while preparing dishes. Skating, meanwhile, is Diet Tony Hawk’s, as you chain tricks before banking combos with environmental finishers. Collectively they make for an odd but distinctive mix, the common factor being a difficulty setting that borders on trivial. Then again, when the dialogue (sparkling throughout, as you’d expect given the input of 80 Days’ Meghna Jayanth) is at least three-quarters antagonistic, from good-natured bickering to blazing rows, it’s perhaps wise to grant Jala a few easy wins. This is, after all, a story of reconciliation – of learning to overcome generational trauma, mending fences, maturing and moving forward. Sure, at times it’s a little messy, but isn’t that just part of the business of being human? Would that we 7 could all create havoc with such irresistible style. 121
PLAY WarioWare: Move It! A fter ten WarioWare games, it wouldn’t be unreasonable to assume that the ideas well at Intelligent Systems might be running dry. It’s not the only reason we feel foolish as we find ourselves cast as a fairytale favourite’s digestive system, tilting our torso left and right to guide a poisoned apple through Snow White’s intestines – culminating in a courtesy flush. And they say there is nothing new under the sun. Conceptually, though, Move It! is familiar, feeling like a direct successor to Wii’s Smooth Moves. Which makes its arrival toward the end of Switch’s life more confounding: it would surely have fit better around the console’s launch, serving as it does to showcase (almost) the full extent of the Joy-Con’s capabilities. As in that game, it turns a series defined by reaction into one that involves some proactivity: before each microgame you assume one of a range of poses, from Choo Choo (clutch the controllers by your sides as if mimicking a train) to Massage (arms outstretched, palms facing downward). Fulfilling the barked instructions that follow often involves doing what comes naturally, albeit usually presented in surreal or mirthfully puerile fashion: in a squat, you’ll instinctively clench as eels leap over a pier and you try to trap them between your thighs. As a Several firstparty Switch games advise using the wrist strap, but here it’s a necessity: some games require you to let go of the controllers, such as when dropping a fishing line into an ice hole, yanking it out when you get a nibble 122 Developer/publisher Nintendo (Intelligent Systems) Format Switch Release Out now PARTY HARDER The best multiplayer activities require at least two sets of JoyCon. Co-operative play might ask two players to complete the same microgame simultaneously to pass it, before alternating between them, a second pair of hands offering an extra opportunity not to lose a life. Others require different poses per player – one fanning the fleece from the other’s rotating sheep – while one mode requires rapid movements from one to crank open a retracting frame so the other’s view isn’t restricted. Wario-faced chicken strains to squeeze a huge egg from its cloaca, it feels troublingly natural to pump your arms for extra purchase. Punchlines tend towards the silly and the scatological: bending the bars of a cell, you sprint towards a bright light, revealed to be a pristine public toilet. You’ll use your backside to roll snowballs and flatten whoopee cushions. And, per series tradition, there are nostrils to be plugged – this time with two carefully angled fists rather than a lone probing digit. The complexity that elevates it above Smooth Moves, is, however a double-edged sword. Each set of microgames involves two or more poses. Though the variety is welcome, as more nuanced movements and buttons come into play – not to mention activities that require distinct actions with each hand, such as spraying and swatting fast-moving bugs – it’s hard to escape the feeling that less experienced players are being weeded out. The inherent imprecision of motion controls, though sometimes a great leveller, neuters the score-chasing appeal; likewise the unreliable IR-camerausing Hand Model pose and the increasingly rapid adjustments required as the tempo ratchets up, causing you to unwittingly fail a microgame before you’re even ready. Still, the extra flailing and frustration only makes it funnier still. With a room of onlookers, it’s certain to provoke some of the most raucous laughter 7 you’ll hear playing a videogame this year.
PLAY Gubbins Y ou can tell Studio Folly’s debut release is no ordinary word puzzler from the second step of its tutorial. As a helpful hand gestures us to follow its lead by placing a pair of two-letter tiles on the board – SE and AR, in that order – we’re about to do likewise when a mischievous thought strikes us. The game doesn’t just accept our alternative word, but responds in a way which makes it clear the developer expected – nay, hoped – that some players might choose that particular option. That’s typical of the puckishness with which Gubbins has been put together, its playful attitude reflected in the creatures of the title and the disruptive effect they have on your game. It’s simple stuff at heart: you place tiles of one, two or three letters on a grid (rotating them when needed by dragging them toward the bottom of the screen) to form words. These only score points when you drag your finger along them, which then removes the tiles you’ve touched from the field of play. It might look vaguely like a variant on Scrabble, but the game is played very differently: you needn’t form a cohesive word each time, and when confirming a word you need to consider how the letters you erase will affect the board. Gubbins’ Melbourne-based makers were assisted by Unpacking creators Witch Beam. The Antipodean influence is most apparent on the accomplishments screen: additional unlockables are hidden behind a range of ‘Achievos’ Developer/publisher Studio Folly Format Android, iOS (tested) Release Out now ODDS AND SPENDS Downloading Gubbins for free grants you access to the game’s Classic mode, which you can play once daily; stump up for the Launch Pack and you’ll be able to play three different game types as many times as you like. Pencil allows you to play with arguably the single most helpful Gubbin alone, while the Daily mode offers a distinct challenge every 24 hours, with a week’s worth available via the archive. Then, of course, you need to bear the Gubbins in mind. Friendly variants include a pencil that can be used as any letter, and a trumpet that extends words (and, naturally, your score) by adding the suffix -ING. The delinquent types of Gubbin lock adjacent spaces or drop in random letters to throw your plans into chaos. In one mode these appear at random; in another you pick between two good or two bad Gubbins every few turns. Naturally, the longer the word you make, the more points you earn, but the trick to achieving a high score is to confirm consecutive words to increase your multiplier – which means leaving words intact as long as you can, at the risk of having your plans disrupted by an impish invader. There are 25 of these critters to collect, categorised into five themed groups – in each, three are good and two bad, which speaks to the game’s easygoing ethos. Their animated appearances lend considerable visual character to each game, though at times you can’t help but wonder if this is a way to zhuzh up what is otherwise a fairly bare-bones puzzler; likewise, the ability to create post-match postcards, in which you can arrange stickers of your best words, favourite Gubbins and your final tally in a shareable image. Either way, there’s enough here to compel us to move the app to a prominent position on our home screen for easy 7 access – close to the bottom, of course. 123
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + By Rick Lane + + + + Arkane’s sci-fi immersive sim was a shock to the system, for players and its developer alike + + + + EXTEND + + + + TIME + Developer Arkane Studios Publisher Bethesda Format PC Release 2017 124
It’s a brilliant opening, the one part of Prey to receive the recognition it deserves. But its ingenuity stretches beyond that immediate surprise, serving as your first lesson not to take anything on Talos 1 at face value. This is quickly reinforced on your first encounter with a Mimic, when you realise that virtually any object in the game world could suddenly sprout tendrils and leap at your face. These shapeshifting alien spiders are an impressive piece of enemy design – and not just conceptually. The way their tendrils flow and shift as they move is mesmerising, as is watching them slowly freeze in place when you hose them down with your GLOO Cannon. Indeed, Prey’s general presentation remains spellbinding. There’s a distinctive, classy timelessness to its blend of busy near-future science-fiction – all dashboards, dials and diodes – with elegant art-deco furnishings. And indeed to the faces of its cast, less grizzled and menacing than Dishonored’s guards and vagabonds but with that mildly caricatured touch that marks them as Arkane NPCs. The writing and acting are unadorned and understated, including a disarmingly weary turn from Benedict Wong as your enigmatic brother Alex. The music, composed by Mick Gordon, is a world away from the industrial metal of Doom’s Martian rampage, built from subdued electronic riffs and eerie ambient noises, like radio signals that have travelled light years to be sampled. But the crowning achievement of Prey’s understated style is Talos 1 itself, surely the single finest example of 3D level design from a studio synonymous with the phrase. + + + + + + + + + + + + + + + + + + + + + + + + TranStar CEO Alex, and embark upon a series of psychometric tests. But these tests are unexpectedly interrupted – and the next thing you know, you awaken once more in your apartment. Arkane then leaves you to figure out the rest. That the janitor you passed in the corridor is now a withered corpse. That the wrench by their side can be used to shatter your apartment’s plate-glass windows, with its illusory sun-kissed balcony, to reveal a laboratory dedicated to monitoring you. That you’re not on Earth at all, in fact, but rather orbiting the Moon on the space station Talos 1, overrun by hostile alien creatures known as the Typhon. + + + + n its release in 2017, Prey burned brightly but all too briefly. A wave of glowing reviews arrived late, thanks to Bethesda withholding code from journalists, and the game was burdened with a title that suggested it was a reboot of a not-very-wellknown title from a decade prior – a decision director Raphaël Colantonio recently said was forced upon the developer. However, two games released in 2023 have helped to push Arkane Austin’s science-fiction immersive sim back into the spotlight, albeit for very different reasons. On the one hand there is System Shock, Nightdive’s faithful update to the Looking Glass original, to which Prey owes almost as great a debt as its remake. On the other, there is Redfall, a game that highlighted the imagination, innovation and finesse demonstrated by Arkane Austin in Prey – by their lack in its followup. Yet those qualities weren’t properly appreciated at the time of Prey’s release, and not merely with the wider audience it failed to find. Many accustomed to the hazy playspaces of immersive sims found it systemically obscure and slow to satisfy. This is because Prey might be the least compromising of all Arkane’s immersive sims, if not the entire genre. It lacks the flashy violence of Dishonored, the cyberpunk allure of Deus Ex, the undersea fantasy of BioShock. The toolset it offers you is eclectic, ranging from a gun that shoots glue to the ability to turn into a cup, and a literal toy. Its story and themes are coldly intellectual, avoiding emotive drivers such as revenge or conspiracy. There are no crazed megalomaniacs or scenery-chewing AIs to be found here; those enemies you do face are vague and amorphous by design. Such ambiguities make for a cumbersome pitch, but they are also Prey’s greatest strength. Nowhere is that more starkly demonstrated than in the game’s opening. Morgan Yu, a mildly customisable player character, awakens in their penthouse apartment, before taking a helicopter ride to the HQ of megacorporation TranStar Industries. After flying over a cityscape where the game’s opening credits form parts of its architecture, you meet Yu’s brother,
TIME EXTEND + + + + + + + + + + + + + + + + + + + + + + + + + + + + While there are flashier, higher-concept examples within Arkane’s canon, notably the Clockwork Mansion and Stilton Manor of Dishonored 2, nothing in that series can match up to this space station, in which practically the entire game is housed. Every square foot has been accounted for, every sector and shortcut moulded to fit inside a kilometre-long orbital art installation. The accuracy to scale is crucial to making one of the game’s most effective tricks work: the ability to venture outside the station, using a spacesuit to travel between airlocks. Talos 1’s layout is also where Arkane pays its clearest tribute to Looking Glass. It has the same geometric fundamentals as System Shock’s Citadel Station, both metal columns where operational sectors are delineated vertically. At the peak of each is a verdant grove where the respective infestations are Prey, by comparison, lets you approach situations with remarkable flexibility. GLOO can be used to entrap enemies, but also to climb walls, create bridges or nullify hazards such as fires and electrical shortages. Your adopted mimic power lets you transform into a cup, but also a gun turret or a flamespitting engineer robot. The best tool on your belt, however, is the most unassuming: the Huntress Boltcaster. This toy crossbow ITS NARRATIVE IS THE STRONGEST OF ANY ARKANE GAME, A CEREBRAL YA R N A B O U T M E M O R Y A N D I D E N T I T Y most acute; at the bottom, twin nuclear reactors where you can seal the structure’s fate. Exploring each space plays out similarly too. Both games encourage you to divine objectives yourself, listening to audio logs for clues and, in Prey’s case, using an employeetracking system to locate specific individuals. As its spiritual The Psychoscope unlocks the ability to scan the Typhon and use their powers; absorbing too much Typhon DNA has a cost 126 successor, Prey owes much to System Shock. Yet in replaying System Shock, in its original or remade form, it becomes clear just how far Prey has exceeded it. System Shock remains a key text in immersive-sim design, but does not itself truly fit the definition as we understand it today. It has no real stealth systems, and few ways to interact with or manipulate enemies beyond shooting them. It is, ultimately, a shooter with loftier aspirations, a survival horror on the more mindful edge of the genre. fires plastic-tipped foam bolts that deal no damage to enemies but have a dozen other uses. They can activate door buttons and computer touchscreens from a distance, distract Typhon, or set off traps you’ve devised using EMP or ‘Recycler’ grenades, the latter compressing any nearby objects into elemental balls – Typhon included. It’s a subversive toolset that trusts you to figure out its diversity of function. But it is in this trust that Prey opens itself up to failure. The lack of mechanical immediacy makes its tools tough to grapple with when under attack by the game’s Typhon, which are not merciful predators. And for all the ingenuity of their design, the unknowability of your alien foe makes them unsatisfying cannon fodder. This isn’t such a problem when you treat combat as a puzzle to be solved, using the environment and your Prey’s opening lets you choose between a male and a female variant of Morgan Yu, while the mirrored image of your character reflects the beginning of the 2006 shooter of the same name
+ + + + + + + + + + + + The GLOO gun is at the heart of Prey’s design philosophy, less a weapon and more a multitool that rewards creative problem solving + + + + + + + + + + + + One of the few concessions Prey makes to contemporary trends is the addition of a crafting system. Yet even here, Arkane displays subtle ingenuity in its implementation. A Recycler can compress any item found in the game world into its base materials: organic, synthetic, metallic and so forth. Placed in a Fabricator, those materials can be used to create items, from health kits to ammunition. The large, futuristic machines that perform these tasks are both highly efficient and pleasingly tactile, spitting out resources like a slot machine or knitting an item into existence before your eyes. It makes the act of crafting feel rewarding in and of itself – the reason, surely, that we endeavour to make things in the first place. + + + + CRAFTY BEGGARS Traversing outside the station conveys the scale of both Talos 1 and the threat you face, though the game is less fun to play during spacewalks powers to conjure experimental solutions. Yet certain foes, like the floating Telepath and Technopath, appear to defy such an approach, tempting you to pull out a pistol or a shotgun, neither showing Prey at its best. In place of more recognisably human foes, all of the characterisation is poured into the station’s crew. Sublime use of audio and text logs lends nuanced personalities to this cast of hundreds, despite the fact that they’re nearly all dead by the time you awaken in that penthouse. This does mean Prey lacks attention-grabbing headliners in the mould of the previous games’ SHODAN, Andrew Ryan and Sander Cohen. Yet its narrative is the strongest of any Arkane game, a cerebral yarn about memory and identity. What does it mean to be human? What does it mean to be you – and, indeed, Yu? In every facet of its design, Prey takes the subtler route. That’s precisely what makes it special, but also a harder sell to a mass audience. Unsurprising, then, that Arkane Austin would wish to make something with greater immediacy for its next game. And on paper, Redfall was exactly that. Vampires! Guns! Multiplayer! Open world! Loot! All the boxes thoroughly ticked. But it was, in retrospect, a vast overcorrection. The consequences of Redfall’s failure for Arkane are still unclear. Requests in recent job postings for experience with “actionRPGs and immersive sims” hint at a return to the studio’s roots, as does the presence of a Dishonored 3 in Microsoft’s leaked plans (though that may well be saved for the Lyon team that led on the second game). This would no doubt be embraced by the studio’s longtime fans, but doesn’t simply wave away the problems that led Arkane down this thoroughfare in the first place. No developer wants to make a bad game, but equally, no developer wants to make a good game that nobody plays – a problem that has dogged the immersive sim for almost 30 years. System Shock may have been beloved by those in the know, but according to Looking Glass founder Paul Neurath it ultimately resulted in a net financial loss for the studio. In this sense, Prey followed its inspiration with nigh-poetic symmetry. The only hope is that great game design eventually wins out and word spreads, just as System Shock’s legacy has grown over the decades. And here there is a more optimistic parallel to be found: as the years pass and the red shifts, Prey’s star only ever shines brighter. 127
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T H E L O N G G A M E A progress report on the games we just can’t quit Super Mario RPG Developer ArtePiazza Publisher Nintendo Format Switch Release 2023 T he volume of new releases means we can seldom find room for videogame remasters, and remakes usually have to offer substantive differences from the originals to be considered for critique. If examining the latest result of Nintendo’s proclivity for rummaging through its back catalogue feels like stretching the mandate of this page to extremes, The Long Game was always intended as a way to consider how individual games have evolved – or not. Instead of games we just can’t quit, then, perhaps it’s time to consider the merits of a habit Nintendo just can’t break. This new version of Super Mario RPG preserves the isometric perspective and stubby character models of Square’s 1996 original, but with crisp character models and environments that bring its aesthetic closer to the plumber’s contemporary adventures. To its original recipe, which combines exploration of compact environments with turn-based battles and sporadic minigame sections, Nintendo has added a handful of new ingredients. The most significant come during combat, in which – as has become customary – you press a button as your attack lands to boost its damage or as an enemy blow connects to negate or reduce it. Here, timing it perfectly means your moves will damage surrounding foes, while consecutive offensive and defensive successes boost the refill rate of a gauge that powers a blend of devastating party attacks. It’s a curious mix: a combat system from which many Nintendo RPGs have since borrowed, presented in a context that makes it feel more outmoded than it would otherwise, the fresh visual patina confusing matters. There is something to be said, however, for the absence of timing prompts seen in many of its contemporaries – forcing you to work out the precise point of impact rather than playing Simon Says. Elsewhere, it’s largely as you were – but not quite. Rather than ‘remade’ or ‘remastered’, the publisher has gone with ‘overhauled’. Which suggests something that wasn’t in good nick, undermining its status as a classic: if this really is an RPG great, why is a restoration necessary? Surely better alternatives would be either to preserve the game in its original form or to comprehensively reimagine it: a true modernisation should at least include a suite of accessibility options. That Yoko Shimomura’s wonderful 16bit soundtrack can be reinstated via the menu demonstrates some appreciation for the original. But you shouldn’t confuse that for faithfulness or authenticity. This cosmetic update might provide a jolt of nostalgia, but its respect for the medium’s history feels superficial. n 129
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