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Horizon Zero Dawn: The Forbidden West is a sequel, and it feels like one. While the central storyline started in Horizon Zero Dawn is well-covered and well-pursued by this sequel, The Forbidden West,
Sony’s marketing messed up badly when it made two follow-ons to the original, The Frozen Wilds and The Forbidden West, that have the same initials.
the second game has so much going on that it’s hard to keep track of it all, and yet it has a weirdly vacant, empty world in which all of it is happening.

For all that, I enjoyed my time with Aloy and company (and it is “and company” in a very wanna-be Mass Effect way).

The Forbidden West is slightly upgraded in terms of graphics and assets, and the overall effect is breathtaking. The Forbidden West is a very pretty game, even moreso than the remastered edition of the original. The new settings, including caves, underwater, underwater caves, swamps, and seashores are all beautifully and artfully designed and decorated, and running around inside them is a source of delight if you’re the sightseeing type.

The central storyline restarts with Aloy trying to track down a surviving copy of the GAIA files, the only AI capable of restoring the globe-spanning and now slowly decaying terraforming system. This leads her westward to locations where she can supposedly find one. As one expects, she does find one, but there are complications which involve adventures to all corners of the map to find other, missing parts of the system, which in turn lead to running into one or two Big Bads, with the usual plot complications of double-crosses, underhanded schemes, and hidden agendas all leading up to the big reveal, the boss battle, and the bigger reveal leading up to the next game; the usual mass of Plot that follows around any open-world game this big. There are more than a few laugh lines, wham lines, and just outright tearjerking to keep it all moving along.

And yet, there’s something weirdly empty about The Forbidden West. The first game [spoiler alert if you haven’t played the original Horizon Zero Dawn game] had four tribes: The Nora, the Carja, the Oseram, and the Banuk, and there were relationships from a century-deep backstory between these groups that carried plot and motive. The Carja were everywhere, the military heavies of the game, still recovering from a civil war which left rebel camps everywhere, the Oseram had divided feelings about the Carja, and so on. The core NPCs, such as Vala and Erend, had reasons for disliking the other tribes, and even individuals in the other tribes, but they also recognized the value of trading or learning from them. HZD’s setting felt alive, like things happened in it even when you weren’t paying attention.

There’s very little of that in The Forbidden West. The tribes of The Forbidden West don’t interact very much at all. The Carja and Oseram have a trading district on the north-east corner of the map, so you can visit them. The Oseram have a tradition of digging out the ruins of the past, “delving,” so you run into them in The Forbidden West quite a bit. The other tribes: the Tenakth, the Utaru, and the Quen, barely interact at all. They’re all depicted as xenophobic; Aloy, as is required of the main character, impresses them and gains their trust by plot complications that lead to her saving this city or that person or that tribe. But it definitely feels static; the world doesn’t change around you unless you’re the one making the change.

On the other hand the game is overflowing with “things to do.” The original game had a simple skills tree, some vaguely annoying crafting (“Collect three owl feathers and bring them, and I can make you a bigger pouch for your healing potions”), and a little mini-game in the form of the Hunter’s Training Grounds to help you upgrade your weapons and learn a few tricks.

The Forbidden West ratchets this up to 11, with an in-game mini board-game called Machine Strike, a sort of chess-means-Warhammer; an updated melee system with combo moves as complex as anything ever seen in Mortal Combat; “Melee Training Pits” that parallel the Hunter’s Training Grounds where you practice your melee skills and earn new upgrades; more Hunter’s Training Grounds; two different kinds of “blueshine” (here “greenshine” and “brimshine”); a massive and complex skill tree of skills trees; two different potion systems (potions and food); a complex crafting system involving a lot more collecting and doing, a lot of new weapons and weapon types to master; a brutal machine combat endurance arena for more earning of legendary weapons; a “valor” combat effectiveness score; a racing game… it was just too much game. I never finished the melee pits, never played more than the tutorial game of Machine Strike, did only one race, didn’t finish the last Hunter’s Ground, never mastered the new shields technology, all because they were just distractions from Aloy’s story.

On the third hand, the lore of the game manages somehow to be pathetic in both senses: invoking only a sense of horrified pity and sadness for the world before, and so skimpy and lifeless that it really doesn’t move you very much. You find the usual lost cell phones with last messages on them, or advertisements, or reminisces. The map is almost the same size as the original game, but it feel bigger, with two different valleys full of dead machines, on both sides, from the Last Battle of the California Salient, so you find a lot of flight recorders with last words of pilots or passengers just before they went down. Yet it doesn’t quite add up to the emotional impact of the few stories in the First Bunker of HZD, the one where Aloy found her focus, or the story told as you delved GAIA Prime.

One thing that really annoyed me: in settlements and cities the lines given to NPCs were fewer and more repeated, and it got old very, very fast. Worst, the lines about one rebel leader that you heard over and over were still being repeated at the same time you were being thanked for doing the defeating! Plus, the whole “Elizabeth Sobek is God and Aloy is Jesus” (“For the goddess so loved the world that gave her only manufactured daughter”) thing kinda got both more obvious, and less worthwhile, as the plot progressed. Also, oddly, they decided not to voice the kids at all. Children are everywhere in the settlements, but you never hear them; I guess they were less plot-relevant than the incessant praise from the adults.

I don’t use “fast travel” because it feels like cheating, like teleporting about in a world where foot travel is the most common way of getting anywhere. Unlike HZD, The Forbidden West has four or five points where you have to carry something precious from one end of the map to the other and you can’t afford to stop, but you still get XP if you strike an animal with your robot horse. The sound effects include a sickeningly meaty thud and sometimes a crunch. It’s awful to hear that several times during your desperate flight, but it’s even more grotesque that as you’re doing so the game announces +35XP - Wildlife Kill. I must have gotten over 150XP just from trampling birds, foxes, mice, and other beasties on each ride.

Horizon Zero Dawn felt like a world in which an important story was being told in a richly designed and carefully crafted world. The Forbidden West feels much more like a stage on which Aloy is an expression of the player’s desire to be the main character with a standard set of plot points along the way. Each member of your team has a loyalty mission but they don’t accompany you otherwise. It seems like not pursuing the loyalty mission would not change the outcome. And with all the side-stuff going on, it’s hard to know if any of the props on that stage are a Chekhovian gun.

Still, you get to hang out with Vala and Erend, meet new friends, and even recruit an old enemy, to your side by the end. You can stick to the main story, and even do the satisfying side quests and even most of the errands, and do just enough of the “activities” to keep your weapons sharp, and you can finish the game without having to do all the silly extras that have been shoved into this overstuffed glinthawk.

I liked it enough that I will be playing the sequel, if and when it comes out. I do want to know how it all ends.
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Logo from The Invincible Fanfic, even authorized fanfic, can be a risky venture. I've often made that point myself as a writer of fanfic, and as a reader. Making a fanfic video game out of a beloved work from a deeply respected genre master is especially treacherous. And yet, The Invincible somehow manages to both be completely faithful to Stanislaw Lem's original novel, The Invincible, yet extend it brilliantly.

I played the video game first, so let's start with this: I knew nothing about this particular book when I played the game. Like most SF readers, my encounter with Lem consisted of being forced to read Solaris in high school, which I found terribly dreary and uninformative. Lem's writing style is very much an older, more telling style, a narrative mostly of descriptions of people doing things; dialogue is reserved for brief color and long expositions. Not a style conducive to video gaming.

The Invincible: the video game


The game focuses on the character of Yasna, a member of a small exploratory vessel from "The Commonwealth," as she wakes up in the desert of Regis III, an unknown world of very dry atmosphere and a weak, cool sun. Her last memory is of her agreeing to stay on the ship with the ship's navigator (and its commander) while the other five people on the crew go down for a look, but she finds her backpack and her notes sticking out of a dune nearby. In her notes she finds that she had been walking for several hours and has a map back to the team's campsite.

She gets in touch with the navigator, finds two of her crew in a state of catatonia, and from there has to find her way back to the ship's one working lander.

The plot and story of this game are what make it worthwhile. There are very few places where you have to decide more than "go left or right," and like most such games the outcome of any such decision is foregone. This is mostly a tale being told in a slow, engaging way by a first-person game engine. The order in which you explore a new place, and whether or not to check out some side-stories, are pretty much the only fundamental decisions you'll make.

That said, it is an engaging bit of work. Yasna comes into conflict with a team from "The Alliance," who came in a starship named Condor. The game doesn't say so in so many words, but you get the sense that the Alliance is "western" in some sense, whereas the Commonwealth is more "soviet." Eventually, the real crisis of Regis III comes to a head and Yasna and members of the Alliance must work together to survive.

The game is gorgeous, the voice acting is excellent, and Yasna is good company with which to hang out.

The Invincible: the book


The 1964 novel has no "Alliance" or "Commonwealth." We're told only that The Invincible has been dispatched by "the authorities back home" to Regis III to find out why Condor, which had been scheduled to explore Regis III eight months earlier, had not returned.

The book focuses on the character of Rohan, the ship's senior exec and second in command, and the experiences he has on the surface of Regis III. The story follows Rohan around as various expeditionary teams are sent out to try to find Condor to discover what could possibly have happened to the ship and its crew. It's dry in that way that 1960s science fiction could be dry, especially when joined with Polish sensibilities of that time and the translator's efforts.

For all that, it's a brilliant book. It was written 22 years before Drexler's Engines of Creation and yet every great idea in that book exists in The Invincible. How the dangers of Regis III emerged from naturalistic processes is so well-described it makes James P. Hogan's Code of the Lifemaker read like fanfic. Lem single-handledly envisioned nanotechnology, and how nanotechnology, automation, and the feedback mechanisms of natural selection could interact decades before those very terms came into existence.

Faith and Deviation


The game is astonishingly faithful to the book. Recall that I read the book after playing the game. In the game, the Alliance has caterpillar construction equipment digging massive boreholes, balloon-wheeled all-terrain jeeps, ground-effect transporters, ducted-turbine "flying saucers," multi-legged crawlers and a few force-field floating war machines. The mix of vehicles felt completely nonsensical... and every one of those is in the book. The "atompunk" feel of the equipment in the game is accurate to the book in every detail. So are the limitations of the space suits, the communications equipment, the surface-to-orbit landers, the sensory gear, and even Yasna's compass is a pretty good representation of the same one Rohan used (although Rohan could wear his on his wrist, and Yasna has to keep taking hers out of her pocket).

The game starts on Regis III three days before The Invincible is scheduled to arrive, which creates tension in that the Commonwealth people, who are just a little exploratory team of eight, know they need to do a quick survey and get the hell out of there before The Invincible arrives.

There are a few deviations from the book. In the book, the crew of The Invincible find Condor and it's dead crew... and one guy who might still be alive in one of Condor's cryochambers. (It's not a spoiler to say he's not alive and can't be recovered; it's just a moment Lem added for pathos.) For game reasons, those cryochambers are empty and still working when Yasna finds the Condor. The book says that Condor and The Invincible are the same class of ship and of the same size. The game says that the Invincible is "the biggest ship in the Alliance, and twice as large as anything else they have." Condor's team didn't have time to set up more than one drilling operation to explore the strange metallic ruins under the sand, but the game, to stretch out Act II a bit, has three different drilling sites for you to visit.

And ... and that's about it. That last one could even be just that the crew of The Invincible, wrapped up in its own concerns, didn't find all the explorations the crew of Condor conducted. Otherwise, the game is a wholly faithful and reasonable extrapolation of what happened in the book, and the cold war conflict of the Commonwealth and the Alliance are deftly added, sensitive to the conditions of the cold war as it was playing out in 1964, and believable. It's a visual novel, an entirely new story, the best kind of fanfiction, told in an interactive way that gives well-thought and well-designed visuals to one of Stanislaw Lem's great works.

Technology And Its Disconnect


You get less of a sense of it in the game because the first-person visual narrative forces you to be "in the moment" with Yasna, but both the book and the game really hammer home the weirdness of atompunk sensibility (and the game somehow manages to do this without being "ironic" about it!). Lem's future is "like five years from 1964, only with bigger engines." Lem didn't expect information processing to get much better; he has robots and, like lots of SF writers, over-estimated how easy speech recognition would be and under-estimated speech production.

In the book, The Invincible has both orbital and atmospheric drones, but their lifespans are short and their cameras are both analog and terrible. On two occasions in the game, Yasna gets to operate a "camera balloon" drone (something not in the book, but completely believable given the tech) and the cameras have the classic snow and terrible bandwidth of analog. The teams use Morse code when voice radio becomes unintelligible. Their orbit-to-surface telescopes have a resolution of "miles", whereas the Mars Orbital Surveyor has a resolution of 1.5 meters per pixel, and unlike the MOS, The Invincible has to de-orbit the satellite so its payload parachutes within about 40 miles of their landing site so someone can retrieve the film!

This is science fiction from the 1960s in all its glory: manly men doing manly things, with bigger engines and more powerful laser guns, but no one and nothing is going to challenge man's position as the most intelligent being. Need to map a planet? You'll need 200 men and four months to go through all the photographs.

Now that I think about it, the introduction of Yasna, a woman crewmember, into the game is actually one of the biggest anachronisms; there are zero women in Lem's book, the only mention of women at all is Rohan's observation that Captain Horpach never married. Or it could be completely in keeping with the games "cold war" sensibilities to introduce a woman on the Soviet Commonwealth's side, since one of Lenin's positions was that, unlike the West, the Soviet union didn't discard the intellectual firepower women could bring to scientific endeavors like space exploration.

Success Isn't Always Pleasure, But In This Case


Fun is where you find it. The book isn't fun, and neither, really is the game. What they are is intriguing and, ultimately, satisfying. The game succeeds wildly in what it sets out to do: retell the story of what happened to the starship Condor on Regis III from a unique (for the book) and different point of view, provide a visual vocabulary for all the wonders Lem described, and make the point of the book and its conclusion just as hard. You learn something from the book and the game, and you learn different things. The book is short, less than 200 pages, and can be read in about four hours. The game is about twice that long.

Technical details


The Invincible ran "okay" on my computer. I run Ubuntu Linux and have a GeForce 2060 with 6GB of RAM, and the framerate was sometimes not all that fantastic (I discovered that disabling the "special effects" on the operating system's window manager made it run much better!), but it runs well on modern hardware and it's gorgeous all the same. Given the nature of the game, I didn't need perfect aim. Running it on Linux and Wine (Proton) was otherwise flawless.
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The Callisto Protocol is a horror-on-a-space-station video game produced by Striking Distance Studios and directed by Glen Schoefield, one of the original creators of Dead Space. It wants so hard to be Dead Space, and yet fails so utterly in that singular goal, that it’s hard to take seriously.

I will warn you that there are plot spoilers, including the twist ending, in this review.

The main character, Jacob Lee, is voiced by Josh Duhamel, who started his career as a soap opera star but is probably most known recently as the Bill Lennox, the lead commander of the pro-robot military unit in the Michael Bay Transformers movie series, and the main character’s design captures Duhamel’s look very well. Jacob is a cargo pilot whose circuit takes his ship past Jupiter’s moon Callisto, where the Black Iron Prison is kept. A crisis on board causes his ship to crash, and Jacob is captured, implanted with an inmate brain monitoring device, and thrown into the prison, where everything then goes to hell in a very familiar Dead Space way. Jacob’s job is, naturally, to escape this hell and return to his original life. The plot has other plans for him.

The problem with The Callisto Protocol is that Dead Space came out 14 years ago and it’s still a superior game experience. The combat in Callisto wants to be more visceral and up-close, so ammunition for the few guns you scrounge off dead prison guards is scarce and your most frequently used weapon is a military-grade stun baton that, with a few upgrades, delivers deadly blows to the not-very-smart, not-very-robust zombies. The developers apparently wanted the combat to feel up-close so the animation is full of blood and guts, but there are only so many scripted animations a team can cook up independently and while there are several hundred such animations, delivering them makes the game feel more like a platformer where it’s just timing and remembering a button sequence and then it’s over. Over and over, and then it’s over. Dead Space relied much more heavily on the game engine to deliver the experience, so the varieties of deaths and combat sequences was significantly greater.

There’s a sequence where you have to walk across Callisto’s surface to get to a spaceship hanger, and it looks so much like another game that I though, “Ah, we’re in the Dead Space 3 part of the game now.” There are crafting benches (another Dead Space 3 mechanic), you get a “force projecting glove” (Dead Space 1’s “grip”), and you stomp zombies and cargo boxes for supplies.

Basically both Issac and Jacob (and aren’t those telling names!) find themselves in a vacuum-hazard human-made facility in deep space where a shadowy organization has “found something” and released it, causing massive mutation and zombification of everything and everyone, from which they have to escape, hampered constantly by some wide-eyed zealot and his minions, surviving as the facility falls apart from the constant misuse by zombies and the lack of maintenance. But Callisto doesn’t quite seem to understand what made Dead Space so compelling, and Jacob’s demeanor throughout the game doesn’t seem to gel into a whole and meaningful character. The worst internal struggled he has is over his guilt that his flight partner died messily and painfully in the crash at the beginning of the game. He’s in the fight to prevent the Callisto infection from breaking out but it often seems that he’s only in it because his allies, such as they are and what there are of them, will only help him escape if he helps them get the word out. Issac wanted something positive; he wanted to rescue Nicole. Jacob just wants to get the hell out of the game.

The DLC, The Callisto Protocol: Final Transmission, makes it very clear that the producers didn’t understand what made even Dead Space 3 worth playing. [Warning: here be the spoilers!] In both games, in the last chapter, the heroes find themselves alive after what should have been a fatally cataclysmic ending. And in both games, they start to experience very weird hallucinations, with maps that don’t make sense and encounters that are just surreal. In Dead Space 3, however, Isaac escapes from the cause of those hallucinations and makes it back to Sol just in time to see that the invasion of the Necromorph hives has begun. There’s no suggestion that what happens there is “all a dream;” the risks and battles Isaac faces in Dead Space 3: Awakened are never presented as anything but part of his ongoing struggle to deal with the Necromorphic influence over his life. But “… it was all a dream” is the ending of The Callisto Protocol; Jacob was fatally wounded in the previous chapter and is hallucinating everything that happens; every battle is a metaphor for him trying to save his life as the doctor character struggles to extract from his brain implant all the data he has collected along the way to implicate the shadowy organization and give humanity a fighting chance against the Callisto infection. The last chapter of Dead Space 3 left an opening for another game, one in which Isaac tries to survive in deep space, gather allies, and find a way to fight back. The Callisto Protocol implies heavily that that’s where you’re going until the very last scene. It’s a violation of the player’s trust that’s on par with the “twist” ending of Prey (2017), another game with an ending so bad it ruined the whole story for me.

The final boss battle is incredibly frustrating, as it’s a sheer RNG drop; you just have to get lucky and manage to hit the monster about 30 times with a hammer without somehow triggering its insta-kill melee move. You’ll die and reload that battle a dozen times or more until you get it. That’s it. And for the developers, that’s probably fine as they proudly announced that they crafted a dozen different death animations for that battle.

Speaking of death animations, Callisto is a very, uh, pretty game. The graphics are amazing and high-quality, and the dozens of “Jacob dies” animations are so carefully detailed that the development team, given a choice between re-rendering them with less gore or being unsold in some countries, decided they’d rather be banned than edit them.

But incredible graphics and sound design can’t hide the simple fact that The Callisto Protocol is a shallow, if expensive, knock-off of a much better game. It has no heart and offers nothing new. The derivative story, incredibly derivative mechanics when they work and incredibly frustrating mechanics when they don’t, and storyline abuse of the player’s trust makes the game much less than it could have been. I can’t recommend it.
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Logo from Deathloop
Deathloop is a very pretty game with an absolutely fascinating premise that, unfortunately, dies on its own writing. I had only played one Arkane Studios game before, and that was the later Prey, which held together quite well all the way to the end. The “twist” in Prey was annoying but, thankfully, came only after the end credits and could safely be ignored.

Deathloop’s premise is that sometime in the mid 1960s a group of eight uber-wealthy people formed a corporation and took over the island of Blackreef in the North Atlantic that was home to “The Anomaly,” a rift in the fabric of spacetime. They found a way to control the anomaly enough to create The Loop: the entire island resets in time and space in a way that lets people enjoy their entire world, Groundhog-Day style. Only something went wrong and everyone’s mind is reset along with the world.

Everyone except Colt Vahn, former head of security for the corporation and a man determined to destroy The Loop. He remembers everything he learned the day before.

So this is just like a video game: when you die, you remember all the mistakes you made, but the game treats you like the same person you were on the previous iteration. You learn in real-time at the same pace Colt does. It’s a fascinating premise that takes the whole “iterate on the mission until you get it right” and makes it a part of the game mechanic!

The final mission, you learn, is to kill every one of the eight wealthy people. Each is from a different discipline: two scientists, a game designer, an artist, a musician, a theologist, a writer and a CEO; together, they’re known as The Visionaries. Each Visionary has a “Slab,” a component that gives them a super-power (invisibility, short-range teleportation, the ability to link people into a single experience (usually death), and so forth), and that connects them to The Loop. The problem is that if you don’t kill all eight in one day, they all wake up the next day with their Slabs… and you get to keep a copy, presumably stolen from the previous timeline. So you not only have to figure out how to kill each of them, you have to figure out how to kill ALL of them, in 24 hours, in Deathloop’s weird timescale. There’s a puzzle, and it’s actually a very good one.

Also, the island is crawling with Eternalists, people who are sycophants of the Visionaries, and who are psychopathic in their own right. They spent months preparing to activate the Loop, having brief experiences of the Loop, learning that death in the Loop means you’d be back the next day. When they turned the Loop on permanently, they didn’t expect the memory-erasing. And the writer character, Julianna, has taken it upon herself to tell everyone “Colt wants to break The Loop. Kill him on sight!” So everyone on the island is a hopped-up lunatic out to kill you, when they aren’t partying to enjoy their “aternal” unkillable existence.

The problem is with the writing. There are four factions at play: The current Visionaries, the AEON program they founded to research the loop, a prior research program known as Horizon, and before that a group known as The Army of the Motherland. We learn almost nothing about these factions. We learn that Colt is probably a lot older than he looks, having been stuck in not just this Loop but several beforehand, and before that stuck in a “natural” Loop with the fishing village that used to be on the island shortly after World War 2. And yet all of this is just to build plot bunnies– they never do anything with this. He’s just a cipher for killing ciphers.

And that’s the problem with the game: everyone is a monster. Colt especially; the Loop gives him the excuse to learn how to murder people in dozens of creative ways, from intimate neck-breaking to blowing up an entire warehouse full of Eternalists, from kicking people off cliffs to reprogrammed sentry guns tearing up the audience at a rock concert. You have no idea what kind of man he will be when that’s not what he’s doing. And the “good” ending is basically him and one of the Visionaries making a deal: look, don’t end the Loop, let’s work to cross timelines deliberately (something that happens at “random” to forward the story), find variants that are more interesting than this one, and spend the rest of eternity treating The Loop as our hunting and killing ground.

I play video games to hang out with interesting characters, even though many of them are quantitatively mass murderers: Morgan Yu (Prey), Captain Titus (Warhammer 40K Space Marine), the Doom Marine, Gordan Freeman (Half Life), Issac Clarke (Dead Space), even Blood Rayne. Their worlds are surreal but fleshed out, giving them a moral purpose that excuses, to some extent, the gun-weilding horrors that they commit.

None of that really applies to Colt. There’s no world to save. There’s no one being hurt by The Loop, except Colt. We get some vague sense that he’s outraged to be trapped in the Loop again, trapped with them, but that’s not a reason to go all murderspree on them. The only way to get out of the Loop is to kill all the Visionaries, although we do get the sense that if the Loop breaks they’ll all wake up again, mortal once more, but even Colt isn’t sure.

So it was a great game with a fantastic premise and good mechanics, but it fell apart at the end by just being… unsatisfying.



One thing that is amazing about the game? The soundtrack. If you can find it, it’s amazing; there’s a consistent theme throughout the soundtrack, and it can sound repetitive at times because of the two main lietmotifs, but overall it really holds together.

But even there, it represents a problem. One of the two common lietmotifs created by Tom Salta, the principle composer, is spooky. It consists of a three-note, pause, three-note minor key chord sequence underlain with an expertly played Theremin. Except there’s nothing spooky about Blackreef. The game doesn’t know the difference between “spooky” and “weird,” and it shows. It works in the context of the game but only if you don’t think too hard about it.

But it is a damn good soundtrack.
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Well, I finished The Ascent. It’s set in an SFNal universe but the speed of light is still the greatest barrier; everyone crosses space on slowships, and wherever they end up, their lives are at the mercy of corporate powers. There is no democracy at all; at one point a character says, “I hear on planet Amion that they tried to give everyone the vote, not just shareholders. Can you imagine what a nightmare that must have been?” It’s the grittiest, worst life you can imagine for everyone not at the corporate top of the ladder and you, young sprout, are at the very bottom.

You work in the DeepStink, the very bowels of the arcology known as The Ascent Group… and then something goes horribly, horribly wrong, and you get hired to be the one to fix things. At first, small things, but eventually, naturally, you end up in The Board Room.

The plot is straight out of Grand Theft Auto; it’s a big open world and as you explore parts of it open up. You get to see more of it, more and weirder and nastier parts of it. From the summit you can see the sun and the clouds; down at the bottom you see the scrap yards where robots end their days.

In between, there are a dozen different species with their own characteristics, and multiple corporations and gangs out to make your life hell. The comparison to Grand Theft Auto isn’t at all out of place; you get bigger and heftier weapons as time goes on, you visit ritzier and more deadly places, and you generally run errands for everyone. The only thing missing is Taxi Missions to grind out cash (and in this game, experience points).

The Ascent sometimes takes itself a bit seriously. There are very few easter eggs or sight gags that break the fourth wall, and every joke makes sense in the conext of their universe, not ours.

The game is pseudo-2.5D; I say “pseudo” because it’s clear the engine is capable of full 3D, and it could go the full Grand Theft Auto that way, but you’d miss out on so much art if it did. And that’s the most remarkable thing about The Ascent: The art. There is so much texture to this game that you almost never see the same texture twice, you never meet the same characters. Even some of the aliens, which could be ciphered into just one or two, have dozens of variants each to make sure you don’t start to see patterns. The cut scenes are rendered with the same Unreal 4 engine as the rest of the game, and they’re just as pretty and well-rendered as anything Pixar was doing five years ago.

It’s not the most stable of games. I had it crash a few times. One cut scene didn’t render, and one time I walked into a boss battle only for there to be… nothing. No boss. I wandered around the arena wondering “Where is everyone?” until I finally decided to reload, and there was the boss and all her minions. More than once I got stuck in a texture I couldn’t get out of, which is very annoying when you’re being shot.

It’s a very adult game. Aside from the violence there’s lots of profanity. In both the Dream World and Stimtown environments full of holographically rendered nudes, and the woman who did the mo-cap for them gets her own credit: Agnes Cort, Exotic Dancer. If that’s your things… The Ascent won’t pander to you, but the content is there.

Overall, a pretty good game. I was a completionist, doing every side mission and even exploring very odd corners of the city to find more stuff, and overall it took me about three weeks of play, mostly on weekends, to get through it; Steam says I was there for about 40 hours.
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The video game The Turing Test has been out for a few years, but it was on sale during the pandemic so I bought it and played it. It’s a blatant Portal clone of seven chapters with ten room puzzles in each chapter. You play Ava, a “backup engineer” on a mission to Europa, the largest moon of Jupiter, who is awakened from cryogenic suspension by the mission AI, whose name is TOM, when the ground crew fails to report in. Your job is to leave the orbiting ship, descend to the surface, and find out what happened.

The crew, it turns out, have used robots and automated equipment to redesign the entire ground base into a series of puzzles that, as the AI informs you, “seem to be Turing Tests, in that they can only be solved by a human being.” When Ava asks TOM what he means, he explains, “In the very first room, you threw the battery through a window. I would never have thought of that. I am, after all, programmed to preserve company property.”

But there is something ominous and wrong about what you’re doing, and this feeling of creepiness grows as the mission goes on and you start to discover notes from the crew about what really happened and why they’re so eager to keep TOM out of the base. It does seem a little odd that Ava doesn’t question why TOM is so eager to get in, but there’s really no choice to the mission; either Ava continues, or she’s stuck on Europa for the rest of her life anyway.

The puzzles are pretty good. They’re very much like Portal; you have a single tool for manipulating different power sources, and can sometimes control small utility robots, to throw switches, raise levers, activate or deactivate window shutters, and so forth. I had fun with them, and learned that I’m still a lightweight when it comes to alcohol; a single glass of wine made some of the later puzzles unsolvable until the next day.

The story is short and interesting, and like all stories, has questions to be answered. There are two different questions at the heart of The Turing Test. One is a moral question, and the other is a philosophical question. “Does TOM think, or is it just programming?” is the philosophical question. I probably would have found it much more interesting if I hadn’t been deeply steeped in, and deeply familiar with, the arguments Daniel Dennett and John Searle have been having for the past twenty years or more. TOM falls into the Dennett camp, and the even older the Julian Jaymes camp, that TOM walks like a duck and talks like a duck, so is clearly a duck.

The other is an issue of Kantianism vs Utilitarianism, although the latter question is muddled and poorly argued. TOM is arguing the Utilitarian point of view, but it’s clear that he’s leaning heavily on Objectivist arguments as well since he’s programmed by The Corporation to protect their interests. Ava is arguing the Kantian position, but her argument is muddled by both a phenomenological weakness and deonotological descent: she feels duty bound but she’s not entirely clear as to why.

The ending is disappointing. The ending does settle the Turing Test question, but it doesn’t solve the moral quandary that supposedly is the conflict. This is the big problem with a lot of writing, not just in games but in general: the main character’s biggest problem is not the one the writers want to face in the final conflict of the story.

But it’s a good puzzle game, and a good SFnal setting that’s more serious and straightforward, than Portal. If you enjoyed Portal for the puzzles, then put The Turing Test on your Steam wishlist and wait for it to go on sale.
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I’ve just played through the very first level of Doom Eternal and I’m not as excited by it as I was about either Doom III or Doom (2016). My take on Doom was that it was much more arcade game than first person shooter, and Doom Eternal takes that video game sensibility to such great extremes that I think it actually hurts the pleasure of playing the game.

Just to keep things straight, I’ll use “Doom” to refer to the 2016 game, and “Original Doom” to refer to the 1993 release.

The other thing is that Doom Eternal pushes the ID-Tech engine out two generations from the one used in Doom and in doing so they’ve re-created many of the problems that plagued ID’s post-apocalyptic game, Rage. In many ways, this game feels as if Doom and Rage had a baby, and since Rage was an ugly game the result is an ugly baby of a game.

The visuals are, like those of Rage, truly groundbreaking in their realism, and yet it is that very realism that makes the game feel off. Doom Eternal, like Rage, suffers from the problem of being able to show you gorgeous views only for you to realize that you can never get there, can never visit that location. There are places in the game that feel as if you should be able to get to them, and yet you can’t, not because of any obvious barriers or capability shortcomings, but because the game engine just won’t let you.

The visuals are so much more “realistic” than Doom that you wind up wanting to look around and do the sightseeing thing, enjoying the truly hellish art that pervades the entire universe. You start off somewhere in America, a ruined city with fires and smokes and the red glow of Hell everywhere. Demons have run out of humans to kill and are turning on each other, which is a good thing as it means you can sometimes sneak past them without having to fight, but often the battle is so heavy and hard to defeat that you miss all the art.

The young male UAC intern has been replaced by a chirpy young female UAC intern who delivers such lines as “Rejoice in what we have accomplished! Report to the nearest harvest center!” and “The UAC. Because fulfilling prophecy takes a lot of hard work!” In the context of Doom, the intern’s cheerleading videos made a lot of sense; in Doom Eternal, not so much.

The storyline, I’m sure, is meant to be a “We’ll reveal the backstory as we go along,” but there’s a discontinuity here that is very poorly addressed. Maybe it’s just me, but I like playing for the story as much as I do the combat. I mean:


  1. Original Doom: You are a marine at the far end of a base on Mars when the Hellwave kills most people, converts the rest into zombies, and drops a whole bunch of demons on you. The game starts moments after the Hellwave. At first, you have only to survive, but ultimately you take on the duty of closing the Hellgate. Good luck!

  2. Doom III: You’re a marine at the far end of a base on Mars. The game starts a half hour before the Hellwave, so you get the basic story that you’re the “Ranking FNG” who gets to do the Sergeant’s lousiest jobs, one of which you’re in the middle of when the Hellwave hits. At first, you have only to survive, but ultimately you take on the duty of closing the Hellgate. Good luck!

  3. Doom: You are an overpowered cybersoldier who was put into cryogenic suspension for unknown reasons. You awaken moments after the Hellwave hits. At first, you’re fighting only to survive, but it becomes clear you were manufactured to fight the forces of Hell, and you take on the responsibility of stopping an internal cabal of UAC cultists from opening the Hellgate. Good luck!

  4. Doom Eternal: Uh, why does the Doomguy cybersoldier have a space-based Fortress of Solitude? Why does he have the teleport gates from Doom III, which isn’t canon? Why is the AI Vega from Doom alive again, and is Doomguy’s best friend? Why doesn’t Doomguy have all the buffs he collected from the last adventure? Where’s Sam? And if he’s such a goddamned great super-soldier, why doesn’t he carry around a decent collection of ammo packs for his trusty shotgun anyway?


It goes like that, and it’s really annoying. Sure, it’s meant to be an arcade game: run up, shoot things, collect buffs and ammo. The plot is a thin tissue for the joy of shooting butt-ugly monsters. But in this 40 hour game (estimated playable time), there’s over an hour and a half of cutscenes! That’s an entire movie right there. You’d think there’d be a sensible plot.

The biggest thing between Original Doom and Doom III was that Doom III actually felt lived in. There were other people, and lots of voice talent, to help you understand that Mars Base was a place full of humans who were tragically affected by the UAC’s desire to exploit Hell. The later games make light of this, which I suppose is the point, but it’s not one that resonates with me.

I’ll probably finish Doom Eternal. It’s a fine game. It’s just not the masterpieces that Doom III or Doom turned out to be.



Aside: Yes, I am running Doom Eternal on Linux. It works pretty good. The configuration details you have to go through to get it to work are pretty demanding, though, and not for the technically inept. I’m running it through Proton, the “Linux Compatibility Tools” on Steam, which means basically the Wine API emulation layer with a lot of extra configuration details. None of the Compatibility Tools that Steam provides work; you have to install a custom version.


  1. Install the very latest Nvidia drivers! You may have to go through some serious headaches to make this happen. My laptop required that I shut down the windows environment but somehow leave the Nvidia card powered on– that was tricky, and it’s different for every computer.

  2. Install the latest “Glorious Eggroll” edition of Proton. Download the file and find your .steam folder. Change into it until you find the folder with sub-folders “steam” “steamapps”, and “steamui”. If it doesn’t exist, make a folder, compatibilitytools.d. Change into that folder and unpack the Proton you just downloaded: tar xvzf /path/to/Proton-5.5-GE-1.tar.gz Stop and restart Steam.

  3. Tell Steam to download Doom Eternal. Once it’s done, right click on the entry in your library and pull up “Properties.” Click “Force the use of a specific Steam Play compatibility tool” and choose the Proton you just installed. (The link goes to Proton-5.5-GE-1, but there may be a later edition.)

  4. Unclick “Enable the Steam Overlay while in-game.” The overlay can seriously impinge on rendering performance.

  5. Edit the file /etc/pulse/daemon.conf and set default-sample-rate=48000.

  6. Reboot. You may now, theoretically, play Doom Eternal.

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Doom (2016)

What more is there to say about Doom? It’s Doom. That’s about it; it set the standard for what a first-person shooter should be, and it’s been doing that ever since. The ID Tech 6 engine is just freaking amazing, and it all runs without any failures at all on my Linux box, which is something of a miracle.

I should say up front that I really loved Doom 3, which is apparently considered “not very Doom.” In Doom 3, there’s a lot more story; you’re walking through a well-realized world with dozens of voices found on every data slate you pick up, furthering the tale of a mad scientist who discovers a portal to Hell and makes a deal with the denizens there. It had lots of different settings and a few nice puzzles to solve, but was mostly jump-scares and boss battles.

The people at ID didn’t think that was very Doom. Doom 3 was an adventure with guns; this latest Doom is basically a first-person twin-stick.

Twin-sticks are among my favorite genre of video game. The original twin-stick game is Robotron: 2084, which first came out in 1982. You had two controls: one for direction of motion, the other for direction of fire. There’ve been a lot of twin-sticks since then: from Atari’s shameless and rushed-to-market rip-off, Black Widow, to modern retellings like Geometry Wars, Tesla vs. Lovecraft, and Nex Machina, the last of which was written with help by the guy who wrote the original Robotron. (All of those, by the way, also run great on Linux.)

And Doom is a twin stick. Every level is basically six or seven “arenas,” large spaces, often marked with a “gore nest,” where you fight off one or two massive waves of murderous hellbeasts, collect whatever loot was dropped, and move on to the next arena. There are few jump scares and fewer puzzles.

It’s much more arcade than it is story. The story is thin tissue, just enough to justify the landscapes of Mars, the cramped and dangerous interiors of the Mars base, and the painful bleakness of Hell, and is accompanied by a tongue-in-cheek collection of set pieces where you discover the UAC knew all along that it was engaged with “real magic,” but it was a kind they could technologize, as long as it didn’t get out of control.

And the graphics simply are gorgeous. Doom really does push the envelope for so many frames per second of incredible artwork, all in the service of this very silly shoot-em-up. You can see the amount of effort that went into every pixel.

But all of that is just dressing on the arcade action, the sweet dopamine addiction of random number generators vs. the reflexes you’ve got.
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TL;DR: Prey (2017) is a very pretty Bioshock in Space with some nice twists, and if you liked Bioshock and you like science fiction, you will like Prey. It runs well under Steam-on-Linux.

Prey (2017) was a fine video game, a nice “Bioshock in space!” riff with some interesting mechanics and so forth. Some of the extra elements made it more interesting than it deserved, but overall the experience was only a good one, not a great one.

For those unfamiliar with the storyline, you play Morgan Yu, and you wake up on a space station you and your brother Alex supposedly own, with no idea how you got there or what has happened to all the visibly dead people everywhere. You discover that the space station has been taken over by Mimics, alien creatures about the size of your head that can look like anything at all, and every pail, trash can, coffee cup, and so forth becomes a threatening object that you have to kill or escape.

It is, like most games of this genre, a combination of puzzle solving, resource management, occasional bouts of combat, and story gathering as you slowly piece together the disaster that led to your being in the crisis in which you find yourself.

The user interface is familiar, and the combat is nothing new to write about. Like in the original Bioshock, you quickly learn the “1-2 Punch” of combat for taking down some of the nastier foes (grenade, combat focus, shotgun finisher).

The setting is the Transtar Space Facility in orbit around the moon. It’s built around a Soviet-era core that the US and the Soviets refurbished, and then Transtar refurbished again, so there’s this transition of design styles. But Transtar was very much into the art-deco thing, so there’s lots of gilded wood and faux marble everywhere that’s not science or space-oriented, and except for the Soviet-era bathrooms in the old labs there’s not that big sense of transitions through time one gets when playing, say, Portal 2.

In Bioshock: Infinite there’s a place in the game where a revolution breaks out in/on Columbia, and the art is remapped to show a city under siege and the common people abandoning it. But that game was a bit railsy; you couldn’t go back and see some of the places you’d visited earlier had become. In Prey, you have the ability to leave the station via EVA suit and float around outside, going from airlock to airlock. You can revisit any part of the station you visited earlier. As the alien infestation transits from the initial invasion through two more phases and the station gets evermore dangerous, you can go back through all the areas you visited before, using new skills to gather new resources, and fight new aliens.

If you’re into SF and you liked Bioshock, you’ll really like Prey. The Steam version runs great under Linux.

There’s only one problem…

[Spoilers below]

There’s a scene at the end of the game that, well, I just hated. There’s an after-credits scene, fully interactive, in which you learn another truth about Morgan. Let’s just say that that scene destroyed the tenor of the game for me so completely that, unlike any of the Bioshock games, I have no desire to play Prey a second time.
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This weekend I was at a politically critical event down in Georgetown with Omaha, and while she had to be there for all sorts of reasons, I was just the ride. I mean, I knew some of the people there, but once I'd said my hellos I didn't have a role there.

I wandered out to get some air, and wondered if rather than booze, I could find a coffee or a Coke somewhere. I strolled up the street and passed by a coffeeshop (closed, of course), and a barcade, one of those bars full of nostalgia machines from the 80s. It was mostly pinball (which can't be easier to maintain than video games), but upstairs there were a few uprights. Turning the corner, I saw a Defender. Defender is my machine; I once played for over 30 hours in front of one on a single quarter; I've seen Mutant Wave 990,000 and Level Zero.

It was a bit like religion. I put my hands on the controls and my hands knew what to do. Every reflex built from literally hundreds of hours of playing was still there. Not as sharp as they used to be, of course, but still solidly and really there. The knowledge about how to handle mutants, bombers, and swarmers. The secret line. Baiter timing. The four-star Smart Bomb trick.

Normally, I play for an hour on one quarter. The game lasted only twelve minutes. That's four times longer than the developers of the game expected anyone to ever learn how to play, but for me, it was terrible. 165,000? I can do better than that.

And someone had. Someone had the legendary score, 999,975. I'll see you in Hell, Mr. C.
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I've just finished the add-on adventure, Scorchers, for Id Software's game Rage, and I'm even more deeply annoyed by the unnecessary sexism in the add-on that Id somehow avoided in the original adventure.

It isn't just that Sarah is poorly dressed for combat. It's that she knows it. It's that she comments on it: "Well, it's not much for a firefight, but maybe it'll distract the bad guys a little." Immediately after this, Sarah is kidnapped by members of the Scorcher bandit clan.

As with any such game, it's a stupid firefight from then on. Kill the bad guys in one room, move on; kill the bad guys in the next room, move on. A silly puzzle, a boss battle. It's not much of a game, really. Eventually, you defeat the baddest boss and rescue Sarah, who takes you to...

The Trophy Room. I'm not kidding. Your "headquarters" is the town of Wellspring. Some of the doors there were locked, and now two have been opened with this additional content: the casino where this adventure began, and "The Trophy Room," a little place where all the various bits and pieces of memorabilia you've picked up along the way are collected in niches and bookshelves.

Including Sarah. Who delivers lines like, "Hey, come back and see me anytime." She's always in the Trophy Room. Later, when you revisit, she's lying on the bed and delivers lines like "When are you going to show me your BFG?"

Good grief. It's like the writers of the DLC said to themselves, "Hey, we somehow forgot to be sexist goddamn pigs in the original, let's make up for it! You know what this game needs? A woman the main character can claim as his own!"

I can't claim this is the most horrible example in all of video games. This is no God of War. But Id was doing so well up to this point, and there was no reason at all to sex it up now.
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I played the Id game Rage this weekend. I'd found it in a remainder bin, and I vaguely remember having played and enjoyed it, so I figured another play-through would be fun. I also purchased the add-ons "Sewers" and "Scorchers," the latter of which is an entire major in-game campaign that unlocks after you reach the Wellspring level.

The Scorcher campaign starts in caves under Dan Haggar's compound. Which is weird because Dan never mentioned caves and there's really no association between those caves and the placement of the Haggar settlement; there's no benefit there. The number one need of people in the wasteland is water, and if the caves are sources of Dan's water, they should bloody well say so. (That said, we know there's a lot of water bubbling through the crumbling dam area just to the west, so why loser clans like the Ghost and Wasted are allowed to monopolize it is inexplicable.)

And that's where you meet Sarah Haggar. So far, in Rage, you've met a couple of women: Janus, Loosum, Becky, Olive, Sally, Elizabeth, Ginny, and Daemia. All of them were dressed appropriately for their environment. Ginny and Loosum wear cargo shorts, but so do some of the men.

Sarah Hagar is dressed in a ragged knee-length skirt and a two-toned hand-stiched leather bikini top. She wears this while actively in combat against mutants and Scorcher bandits deep in a cave of sharp rocks and dangerous tools.

This makes absolutely no sense. You've already bought at least two upgrades for your body armor, and she's dressed like a character from Dead Or Alive. It's weird how this annoyed me. Rage had been doing so well with its women characters up to this point.

Totally by coincidence, Feminist Frequency this morning puts up an article about Buying Women's Bodies Through DLCs. But in her point, she talks about how this is used as a selling point; access to visible representations of pliable women is used to upsell the product. The sexism sells. But as far as I can tell, Sarah's appearance was never used to sell the Scorchers DLC. It's just... there. Unnecessarily. Which makes it all the stranger.
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I never got the original; I never had an original X-Box to play it on, so what I'm left with is the sequel. It's pretty weak. You get to play Starkiller, who may or may not be a clone of the original Starkiller, a Jedi Knight turned to the Dark Side, who was Vader's secret apprentice, but who was turned toward neutrality by the love of a good woman. It's a third-person shooter-cum-platformer; you do a lot of jumping around to get from place to place, and you do a lot of falling off things, too.

The Old Republic had no OSHA, apparently. There are very few railings.

The story line is thin indeed. The voice acting is insincere. Really, the only thing going for this game is the background design. It's very pretty. There's lots of lovely things to look at, and if you like hanging out in the Old Republic, there's a lot to like here. But you'll spend a lot of time dying until you luck out and muddle through some of the nastier boss levels, the last platformer level when you face Vader is frustrating in your jump-and-run (and often fall for no good reason), and your relationship with Juno is never really clear (other than "I wub her and she wubs me"). There's some good here, but only for people who want to hang out in the Star Wars universe one more time.

★★★☆☆
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tl;dr: It's a third-person 3D shooter with a female protagonist set in a vast sinking ship. It's a fantastic site-seeing adventure but as a game the controls are terrible and as a story it lacks coherence or closure.
I finally got around to finishing Hydrophobia: Prophecy, the PC port of the XBox game Hydrophobia. The plot is pretty simple: you're Kate Wilson, security engineer for the great ocean-going arcology Queen of the World. Your ship is home to the super-wealthy, who (much to the surprise of both Ayn Rand and Karl Marx) are busily trying to figure out how to power, feed, and water the surviving population of poor schmucks out on land. A group of pan-suicidal whackos take over the ship, determined to stop this act of charity and, in the course of doing so, wipe humanity off the face of the Earth. They start to blow stuff up. You happen to be in just the right place at the right time to start messing with their plans, so off you go.

The premise of the game is more interesting. Since you're on a ship that's had lots of terribly nasty things done to it, there are vast sections flooding. The game was built around a hydrology model; you're constantly being battered by floods, have to swim down and around many different underwater sections of the game, and since it's a third-person game you're occasionally dealing with water on your lens.

So: a water-based game with a female protagonist. It ought to have been perfect for me. And for the most part, it's not bad.

The controls are terrible. Just awful. I can't count the number of times I was shouting at the screen, "Just jump! It's the only logical thing you can do! No, don't let go and fall to your death! Jump!" Over and over. Swimming wasn't quite as bad as some other games I've been in; vaguely reminiscent of the Descent series.

The plot makes no sense. Pan-misanthropic genocide isn't a thing you can build an army around.

For all the premise that you're supposed to be on a ship, you may as well have been in Bioshock's Rapture. There was never any sight of the sea, you never went topside, you never saw the sun. It may have been a limitation of the game engine that outdoor settings just weren't possible, but still.

There's no ending cutscene. They give you a voice-over partner, a guy Kate calls "Scoot," who's basically your chorus helping you along. He gets captured 2/3rds of the way through the plot, though, so you're on your own for the last battles, and you never find out if he's okay, or if the ship sinks, or anything. Once you defeat the boss battle robot, its explosion kills the main villain, and... that's it. Fade to black. No idea if Kate lives, Scoot lives, the world lives.

For all that, the actual site-seeing in the game is fantastic. It's a beautiful game, there's a lot of interesting things to do, a couple of nifty puzzles, and, like I said, it's a water-based game which gets water right, which is pretty rare. And it has a likeable female protagonist who's never presented as a sex object. She's just the main character, trying to do her job. (She gasps and grunts a lot when in the water, though, which gets pretty tiresome later in the game since by then you're down in engineering and storage and there's a lot of water.)

I snagged a sale copy from Steam for five bucks. It's basically in the bargain bin; I see it's on sale today for 50 cents. It's kind-of a shame that it has all these annoying details; it could have been an amazing experience.
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One of the great disappointments of any video game is realizing just how great it could have been, if only the producers hadn't missed something, or had tested it better, or hadn't in some way screwed up badly in the implementation. Hydrophobia was one of those games that hit two of my big buttons, hard: one, it was set in a water trap without any promise of relief, and two, it had a female protagonist. Female protagonists in action-adventure games, either as first or third-person shooters, are few and far between, and when done well are rare and precious. I'm sick of gruff men with either a penis substitute in their hand or daddy issues in their hearts.

Kate is a systems engineer, someone who spends most of her time running cable for various computer systems, on board a massive ocean-going citystate vessel that is one of the great technological refuges from a vast ecological disaster coupled with a population bomb. The city state suffers a massive internal bombing attack followed by terrorist cells emerging and starting to massacre the inhabitants of the floating city. Kate was heading down into the deeper part of the ship to investigate a networking issue when the attack came: she has adventures getting past the villains and various environmental issues: fire, drowning, flooding, even ice.

Water is the main problem here, and it's so well done that I want to curse everything else wrong with it: the terrible, arbitrary controls. The poorly timed cut scenes. The voice actor for Scooter, Kate's boss, who sounds like he'd rather be jerking off than doing this job. Kate has to wade through it, swim through it, run through pouring torrents of it that batter her as she makes for the exit, is swallowed by the roaring flood and ultimately has to struggle for air. But as this game was a port of an X-Box console game, the controls do indeed suck. The cut scenes are too often, too as-you-know-Bob, and interrupt the flow of the game.

I really wanted to like Hydrophobia, and I'll probably finish it. Like I said, I adore good women protagonists. It's flaws are not the same as another recent B-title I played, Section 8, which had almost no story to tell. It has a story. It might even be an interesting story. But dealing with it is like reading a book where all the vowels are pͬ̂̎o̷ͯͪͥͫͤ͞õ͋̌ͣͥ̂ͧ̓͛r̴̶̒̄̐ͣͪl̶̛̉͌ͭ̓̎ỳ̧̛ͭ ̾̓̓ͧ͑͒҉̸p̷̽ͭͫr̸̵ͫ͑̏̌̍̍͝i͐̊̾͌͑̾ͣ͌n͋̏̊̾͆ͤ͋tͦ͊̇̐ͬ̌̀͟eͯͭ͛́͘͏d̴̃; if there's a story there, you're going through a heck of a lot of extra work to enjoy it.
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tl;dr: Unbelievalbly violent, unbelievably fun. IYLTSOT,TITSOTYWL.
This is undoubtedly the most violent video game I have ever played. It is also one of the most fun.

You play a Space Marine in a "universe of unending war." The Warhammer universe is incessantly depressing: every planet the empire has occupied has been allocated to a single role, none of which are meant to support human beings, just the products of human beings: food for armies, military equipment for armies, foot soldiers for armies. You're the best of the best, a soft-spoken, English-accented space marine named Titus who calmly wades into battle and slaughters Orcs by the thousands.

And it is thousands. Titus wears highly effective powered armor, carries a handgun in his left hand and a sword, axe, chainsaw, or warhammer in his right. In one vast battle which lasted almost an hour, an Orc mage summoned wave after wave of orcs of all sizes and strengths, and I weilded my warhammer to slaughter them in unending, beautifully rendered three-d battle. At times of low hit points, I could summon "the fury of the emperor" or use a heavy, armored stomp to stun a particularly hefty Orc, if I had weakened him enough, and then issue an 'execute' command, which would result in an especially gory slow-motion blow of blood and violence, and my hit points would go back up.

It's your typical Warhammer 40K scenario: Orc invasion of a Mechanicus world after a source of unbelievable power. You wade through all the usual places: ruined cities, sewers, high-tech construction centers, military establishments, and so forth, battling non-stop waves of Orcs.

There's no real plot. The engine is a last-generation 3D engine, on par with Quake III, Halo II and the latest Unreal. It's more than adequate for this excessive machinima violence.

It is also fun. Undeniably, incomprehensibly fun. It's third-person melee combat done right, and there's nothing in it that will make you a psychopath. The orcs are unrelentingly evil, there's no moral ambiguity here, and there's no confusion with the "real world." It's great stuff. It makes no excuses: if you want to wade into the enemy, and this game give you that in droves.

If you like this sort of thing, this is the sort of thing you will like.
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So, I've played about six hours of Mass Effect, the first game in the trilogy, and my initial impressions are very mixed. On the one hand, there's a mind-boggling amount of content in each story, and vast spaces in which to explore each narrative. There are also interesting character interactions that you can choose between, and the choices you make set you up for other interactions in the future. The art is pretty good, especially for a game engine that's seven years old.

On the other hand, it's very contrived: stories come at you at random. Your reasons for taking any given freelance assignment are very obtuse, the economy of Mass Effect is more or less broken, an attempt to fit an STL-style corporate universe on a post-scarcity FTL technology base. At one point, "The Council" vehemently rejects your pleas because you don't have enough evidence, yet when you come back hours later with some random audio recording from a self-confessedly nigh-impossible source, they immediately turn around and give you carte blanche to follow through on your mission! And sometimes getting from one adventure to another involves walking. A lot of walking. And while the worldbuilding is pretty good, this is no Bioshock. There's not so much art here.

I'll probably finish it. But I still don't see what the big hullaballoo is. Mass Effect may have a lot of aliens, but other than one or two, a lot of them are still humans with funny ridges on their foreheads.
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I finished Rage, and I have to say that, in the end, I was not terribly impressed. Rage is basically a technical demonstration of the ID Tech 5 gaming engine: a whole bunch of different games, all thrown together into a stew, but made without enough meat, or vegetables.

There are three acts: Wasteland, Wellspring, and Subwaytown. But Wellspring is "in" the Wasteland and you can drive back and forth between them easily. Once you go to Subwaytown, you can never go back to the others, and if you haven't finished all the sub-missions (not critical to the central plot, but still fun), you can't. Worse, Subwaytown feels rushed: there are only four real "missions," which felt like far fewer than those in the Wasteland part. Part of that was due to there being only one "side job" in all of Subwaytown, and while there are seven sewers in Wasteland, later there are only two.

And the final act is, well, dumb. It's like suddenly you fell into Quake III, with no explanation, no build, none of the critical revelation. Just wham!, and you're in. Also, two things you were promised never happen: You never meet Dan Hagar a second time, and I won't spoil the other one but believe me, it's a big promise never delivered.

Rage has a problem: it needs to be popular enough to justify producing downloadable episodes to round out the story, but it had to be shipped on time. It has failed at this balancing act, and I'm oddly not sorry. This is the first game ID has released since being bought by Bethesda software, and it's the first one since Return to Castle Wolfenstein that has failed to grab me in a serious way.
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I've been playing Rage, the new video game from ID. According to the mission-o-meter, I'm about halfway through it now. It's a beautiful game, taking full advantage of modern graphics cards to deliver an experience more rich and advanced than any other yet delivered to the big screen. But as for the game itself, all I can say is that we've been here before, wearing our clown shoes.

Rage starts off as a post-apocalyptic thriller: the Earth was smashed by a giant meteor. You were part of a crew being frozen in cryogenic suspension in an "ark", one of thousands buried around the Earth. You awaken to find your ark damaged, the rest of your crew dead (convenient that), and your vehicle bay with weapons, ammo, and the rest destroyed (doubly convenient). Stumbling out into the wasteland, you meet Dan, who saves your ass and hauls you to his town.

As an Ark survivor, you have a unique ability to heal wounds insanely fast, as well as recovering from death once in a while. So Dan gives you quick lessons on surviving the wasteland and uses your unique talent for surviving being shot a lot to good use. He's one of the good guys. There are many categories of bad guys, of course.

Rage has two modes: walking and driving. This is straight out of Grand Theft Auto. You accept missions to get ahead, some of which are side-missions. Again, Grand Theft Auto. The walking/first person shooter is very railed-- often there's only one way to go, you walk through various firefights, reach an endpoint and, that's it. Next mission. This, as well as the game engine in its entirety, feels very much like Half Life 2.2, especially with the full-on "Lost Coast" graphics options enabled. You scrounge for things you need, and they glow, just like Bioshock. There are standalone sniper episodes, straight out of every FPS ever written. This is that "you've been here before" feeling.

And then there's the driving game, which is the game's clown shoes: At times, instead of driving to a mission, driving is the mission, mostly races for the entertainment of the townies. The problem with these driving-as-mission episodes is that they're cost free: if you die, it doesn't count against you. The only way to win upgrades to your car for the regular mission games is to enter races and win the respect of other drivers; there is no black market for it.  This is so awkwardly not part of the FPS game that it feels tacked on, and completely destroys any consistent suspension of disbelief.

Rage wasn't worth the $49.95 full price, but it was definitely worth the $20 I paid during the Christmas sale. It's definitely beautiful, there's great voice acting, the music is appropriately moody. If you like FPS, Rage is great. But it's quality shines like that of money and effort thrown at something we've all seen before.
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Labyrinth is one of those board games that became an instant classic among a certain set, those who remember playing D&D in college and perhaps still play it but who now have children of their own. It's a simple enough game: you and your peers have a set number of prizes to find in a maze that's clearly laid out on the game board in front of everyone. Each player draws a card to determine their specific prize, which they keep secret from the others.

The board is made up of tiles that can be re-arranged. On his or her turn, a player takes the one loose tile and places it somewhere along the edge, shifting an entire row or column on the board, and freeing up another tile. This action re-arranges the entire maze, closing off some parts of the maze and making others accessible. If you're good, you can make a subtle shift that gives you access to your prize, while denying others access to theirs. Once all the prizes have been collected, you have to escape the maze. Your opponents try to stop you.

The players pieces are vaguely magical: knights, sorcerers, witches. The board has a strong D&D feel to it, and the objects you're recovering are cutely retro as well: magic lamps, scrolls, pots of gold.

My family loves this game. So when Omaha got a copy of the electronic version for her iPad, I agreed to play it with her. The original name ("The aMAZEing Labyrinth") has been brought back to distinguish it from the American "Labyrinth" game, a video game version of the classic physics puzzle. Omaha's due to make her own review, of course, that's what she does. But here's my impression.

It succeeds completely in translating the rules of the game into a working video experience. It doesn't sacrifice anything at all in that regard. To that extent, it's a playable, portable version of a beloved board game.

The cards have been eliminated. It's just your pieces on the board. Each time you would need to consult a card in the real-world version, the video game informs you in a pop-up "Your next prize will be shown when you press Okay. Don't let anyone else know your prize!" You're supposed to pick up the iPad and view it privately, then place it down so others can see your progress. Along the right is a control for the loose tile, as you get to decide it's orientation before placing it, as well as tallies for each player. Yellow arrows, as in the original, show where the tile can be inserted to shift a column, and the game enforces the "no undo" rule by eliding the one insertion point that would undo the previous player's turn. When you can't find your prize, there's a button that hides the players in case someone is standing on it-- a smart and very thoughtful utility.

Labyrinth for the iPad is a translation of a board game with strong emotional appeal enhanced by the physicality of the game pieces and moving tiles into an electronic game, an "experience under glass." As such, it loses a lot in translation. The transition from 3D to 2D means that a number of the visual cues I use to make sense of the board are missing. Your character pieces "dance" and occasionally fidget to distinguish themselves from the reward goals on the board, which may be distracting. The visual separation of tiles is "seamless" in this version, which makes planning even more difficult-- it's hard to tell what will move when you insert your piece. A faux-3D shadow effect makes the board very confusing when it's upside-down, meaning that when the other player is going I had a heck of a time planning my moves, and the art doesn't help.

The placement of the card and tallies makes good use of the landscape display, but the art is understandably different from the (now 25-year-old) original. There are some artistic clashes between the original stone-and-dirt artistic theme of the maze, and the new elements with their emphasis on calligraphic illumination and faux-stained glass. The cover art is silly and irrelevant (what the heck is that ghost doing?). A video game necessitates the use of text that was completely unnecessary in the original. Removing characters from the playlist was poorly documented and difficult to discover.

Labyrinth for the iPad is an excellent road trip tool: it will keep the kids, and the adults, occupied for quite a while: each game lasts about 45 minutes. It accomplishes what it set out to accomplish. But it's still no substitute for sitting around with the real board game, pop and chips, and having fun with the family.

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Elf Sternberg

June 2025

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