THE ROAD TO TAHITI: LOOKING BACK AT DUTCH VAN DER LINDE


THE FOLLOWING ARTICLE CONTAINS SPOILERS FOR READ DEAD REDEMPTION AND RED DEAD REDEMPTION 2.


 

Hero, villain and tragic figure of Rockstar’s world-renowned western franchise, Dutch Van Der Linde arguably has just as much right to the claim of “main character” of the Red Dead series than John Marston, Arthur Morgan, or that other one from the first game that nobody remembers.

But the funny thing about Dutch is just how much talk he inspires from the series’ fans. Established protagonists Arthur Morgan and John Marston aren’t two-dimensional by any means, but their needs and desires are largely quite simple – protect people they like, acknowledge that the world is moving on, maybe try to ease up on quite so much senseless killing; a chore list we can all get behind.

Dutch, on the other hand, is a lot harder to pin down, especially when looking at what he actually wants and what might be driving him underneath everything else. We’ve seen him go from a caring, heroic father figure to an unrepentant, self-satisfied murderer, compromising nearly every ideal he claimed to care about from the beginning of Red Dead Redemption 2.

It doesn’t even help when you look it what he says, because his general life philosophy seems a little vague. For somebody who never shuts up about freedom, liberty, the hypocrisies of civilisation and the beauty of the “savage utopia”, pulling anything concrete from what he says is a lot harder than you’d think, and that’s definitely by design. Rockstar clearly put a lot of hundred-hour weeks into making Dutch as charismatic as possible, but as time progresses we get the sense that a lot of what he’s talking about might just be hot air, a load of high-minded rhetoric that’s lacking in any real substance.

Maybe this is why he’s also a character defined by contradictions and double-standards. He’s openly cynical about Saint Denis, yet fits in perfectly at one of their illustrious high-society parties, laughing with a cigar in one hand and a drink in the other. He’s filled with contempt for civilisation and the lies it tells, yet wears slick, stylish clothes, constantly cons people, carries personalised weapons and practices inspirational speeches when he thinks nobody is looking. And, of course, he kills strangers one moment, yet shows unbridled compassion the next.

So what is at the core of Dutch’s character? Anarchic, uncaring evil? A romantic spirit warped by a world it doesn’t fit into? A poet, a warrior, a leader? No, of course not. These aren’t actual personality traits, these are images Dutch projects to cover up or even hold up the real core of his being: Ego. Sure, anybody who plays either game for more than ten minutes can tell you that Dutch’s sense of self-worth could rival Kim Jong-Un’s, but I suspect it goes deeper than just another character flaw, the root cause of his ideals, his motivations and eventually his downfall.

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A man with weapons, a god-complex, a disinterest in law, utterly devoted followers and a major chip on his shoulder. What could go wrong?

Let’s take a step back. We know that Dutch Van Der Linde was raised largely by his mother but left home at fifteen, forming a friendship with Hosea, a friendship of some sort with Colm O’Driscoll, and developing an ideology (of sorts) based on personal freedom and unconstrained anarchy. Later on he split from O’Driscoll after some bloodshed, and formed his own gang, placing himself at its centre and framing it around the aforementioned ideology. There’s clearly something of the religious cult leader about him, talking about a promised land – Tahiti, or maybe Australia – as well as giving passionate speeches that sound good until you start thinking about them. And of course, constantly telling his followers and friends to “have faith.” Dutch says that one so often it would be on his business cards if he had them.

But honestly, I suspect that Dutch is working backwards to feed his sense of self-worth. The paradise that Dutch pushes often has a worrisome air of “survival of the fittest” about it, but then again, why would that be a problem to him? He’s charming, handsome, intelligent, surprisingly educated, an expert fighter and master gunslinger. In a world where power is rewarded – such as the brutal chaos of the Wild West – Dutch reaps the rewards more than anybody. No wonder he developed all that pride. He’s practically the gold standard for Western outlaw heroics, and the people around him noticed that.

Problem is, the encroaching civilisation doesn’t work that way. As the West was slowly tamed, Dutch saw a vision of America coming where all men became quiet cogs in a grand, grey machine, and this terrified and revolted him. If he was made to be like everybody, he would suddenly be a nobody, the worst thing possible for a man like him.

So he builds up the Van Der Linde gang, with a sexy Robin Hood image and non-specific utopian ideals, dedicated to showing up the hypocrisies and failings of this new America. Obviously he’s the protagonist of this story. His supporting cast embodies the forgotten people, those who suffer from prejudice or never had the chance to make anything of themselves. Every job they pull is a strike against the establishment, and it adds to his infamous reputation…

… And then it all starts to come slowly crashing down around his ears as events makes it clear that however hard Dutch pushes, America can push back even harder. Dutch’s original goal seems to be to hit a bunch of valuable targets representing the establishment – banks, trains, corporations, oil wells, big business and those damned fat cats, etc – before making off with these riches to some distant land and setting up their own paradise, designed specifically to be this new America’s opposite. Lush, primal, simple, free, a final spit in the eye of Uncle Sam.

It won’t work. Dutch’s thinking is innately old-school and he wants to win on those terms, but the rules have changed and now he’s struggling to keep up. It’s implied that in the old days that when the heat got too much you could just keep going westward, running past the frontier into the wilderness, but that doesn’t work when civilisation stretches from one coast to the other. It’s not just a few dusty sheriffs pinning ten dollar bounties on the jailhouse wall, now it’s organised law enforcement and federal agents with money, manpower, and a jurisdiction that spans the whole country. Robberies and heists become harder to pull off, and even when they succeed, like the train robbery early on, they have lasting consequences that they can’t easily escape. The law is everywhere.

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Dutch stands with his friends – but also a little in front of them.

All these things make Dutch feel small and insignificant, which is why the few victories he can claim – an escape from a botched job, a piece of untouched countryside to settle in, or manipulating a group of Native Americans to attack the army later on – all of these things make him feel like he has a chance of winning, and give him the satisfaction of damaging his enemy, whether it actually helps his gang or not. They make him feel big, but the failures far outweigh the successes, and the pressure starts to mount on him, psychologically and socially.

So what we have here is a man who has convinced himself that he can win an impossible fight and has staked his self-worth on the outcome, as well as the lives of about twenty people who are all starting to notice that he’s not as infallible as they thought. When he keeps barking at them all to have faith, it’s a sign that his ego is taking a pounding and he just wants them to go back to the blind obedience they always had. He insists that the gang’s troubles aren’t his fault, it’s their fault for doubting him, because how could he ever put a foot wrong? If they could just believe in him as a saviour again, this would all start going back to how it should.

It won’t, obviously. Dutch soon begins to crack under the strain, especially after the heist at Saint Denis and Hosea’s death, and starts shedding his principles as dead weight, killing innocent people and beginning to look at his friends with distrust and resentment. But at the same time, he needs them, because if they won’t love him and call him their saviour, what’s been the point of all this? It’d be another failure for the list.

Compromising his ethics one after the other, Dutch doesn’t so much change as he is reduced down to the simplest version of himself: an egomaniac who wants to be lionised by the world, and eager to hurt the civilised part of it that makes him feel small and insignificant. He’s not entirely without morality, at least not yet, but it’s only a matter of time and the few good urges he has left feel more like a disguise than a real part of his being.

Which brings us to Micah, the moustachioed menace who purrs poison into Dutch’s ear and pushes him to more dangerous extremes than ever. Had Micah been acting this way to anybody else, Dutch would’ve likely seen him for the self-serving monster that he is, but flattery gets you a lot when it comes to a man who seems to need praise more than oxygen. Micah is certainly more cunning than people give him credit for, recognising the god-complex inside Dutch where Hosea and Arthur either don’t see it or don’t want to, and he uses this to manipulate him, telling him that every dark impulse he has is the right one. He feeds Dutch’s ego to bursting point, telling him the thing he wants to hear most: anybody who disagrees with you is wrong, and everything you say is right, simply because it was YOU that said it. Sure, Dutch probably knows on some level that this is bullshit, but admitting that would mean cutting his last lifeline for validation. Not only that, but the little rat is encouraging his pointless war with Modern America, making it Dutch’s highest priority. But while Dutch does it for deep-seated psychological reasons and a paper-thin ideology, Micah simply wants to make money and indulge his love of killing.

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Dutch’s desperation drives him to extremes, which only makes his many failures sting all the more.

The big turning point is when Dutch refuses to rescue John Marston from prison, seemingly for no reason. It’s surprising to say the least, because this should be exactly what Dutch would normally want, right? A dynamic outlaw adventure that tweaks the nose of Johnny Law, sends ripples out across the State and cements their ideals of brotherhood and unity. But instead, Dutch retreats back from the opportunity, uncertain and tentative, telling them to wait before they do anything, that he has to think of a plan first.

We never get a firm explanation as to why Dutch keeps dragging his feet here, especially when he was so gung-ho about reuniting the gang in the face of the early Blackwater debacle. Who knows, maybe Dutch was beginning to suspect John was a traitor and wanted him to suffer as revenge. Maybe Dutch wanted John to die so that the gang would rally in anger and see the law as Dutch does. Maybe he really was trying to come up with that perfect plan, and just needed a little more time to make it.

Perhaps it’s all of these, or none of these. Nonetheless, I suspect that the main reason was that Dutch had begun to suspect he wasn’t going to win this one, and the thought of losing yet again was terrifying to his ego. Problem is, it’s also humiliating to see his gang shouting at him to do something, so he can’t win either way. He’s sold himself for decades as “the guy with the plan,” but now he has no plans, his stock as a leader is in freefall, and law is closing around them. So when Arthur and Sadie go behind his back and rescue John anyway, it’s a sign that they’ve lost respect for his leadership – and boy, does that just ruffle his soul patch, especially coming from Arthur, now his oldest living friend. In his mind, it’s the ultimate betrayal.

And of course this leads to Dutch abandoning Arthur to his death during the raid on the oil fields,  followed by the awkward ride back home when Arthur ends up surviving. Dutch is being forced to choose again and again which matters to him more – his comrades, or his pride-fuelled vendetta, and he keeps picking the second option, pushed on by Micah, struggling to square in his own head the clear, depressing difference between what he started as and what he’s become.

It’s all too much by the end. Dutch sees a suit-and-tie-wearing world rallied against him, the corruption beginning to touch even his oldest friends. He makes further trouble by shooting Leviticus Cornwall, a pointless, gleeful strike against the fat cats that only makes their situation worse. Finally the gang implodes in a heady mess of blood, gunpowder and tuberculosis, and Dutch vanishes into hiding, at least until John, Charles and Sadie go hunting for Micah and discover that he and Dutch are still working together. Micah takes Sadie hostage, the Mexican stand-off kicks in, John appeals to Dutch’s long-dead nobility, and in a moment of shock, witnesses his former mentor turn on Micah and shoot him in the chest, saving Sadie’s life.

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High ideals are thrown away for base feelings and urges, but Dutch is determined not to realise this, and that the mangoes of Tahiti are getting further and further away.

This might sound like a heroic thing to do, and it largely is, but it’s worth reminding everybody that Dutch has been riding with Micah for a while, a man who had been reportedly slaughtering families without a problem. In fact, I suspect that Dutch killing Micah is less about the heroic angle as it is about something Micah says moments before the event. When John accuses him of murdering Arthur, Micah simply scoffs and says “it’s a new century!”

It’s the worst thing he could have said. Dutch sees Micah for what he is, sees how low he’s fallen to be working with somebody like that, and sees a person holding an injured woman hostage for his own ends, all while justifying his actions because of the march of modernity. Nothing could’ve been more abhorrent to the younger Dutch, and so he blows a hole in Micah’s torso before leaving the Blackwater fortune to his former friends, a last act of heroism before we see him again in Red Dead Redemption.

Sadly, several years later, Dutch’s honour meter has taken a turn towards the red, murdering innocents without a thought and tormenting John for fun. There’s even a moment in which Dutch holds a woman hostage at gunpoint, just like Micah did. He uses a modern semi-automatic pistol, a gatling gun and a typewriter without recognising or caring about the irony of it all. He’s become the thing he hated the most, and he can’t even see it.

John nearly gets to live out the true American dream – hunting down and murdering your boss – only for Dutch to trump him at the end by throwing himself off a cliff and committing suicide, though not before a little gunpoint monologue (boy, Rockstar loves having its characters speechify with a pistol shoved up their nose) in which the old man comes the closest he’s ever been to seeing the truth of himself and his pointless, painful predicament.

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“We can’t always fight nature, John. We can’t fight change. We can’t fight gravity. We can’t fight nothing. My whole life, John, all I ever did was fight. But I can’t give up neither. I can’t fight my own nature. That’s the paradox, John. You see? Our time has passed.”

In the heyday of the Wild West, Dutch Van Der Linde was a leader, fighter and rogue. And under that heady spell, thought he could take on the might of decadent, civilised conformity and win, then make his way somewhere truly free with pockets full of money and friends beside him.

He couldn’t. Nobody could. And the more he failed, the angrier he got. He made compromise after compromise, leaving behind his ideals, his friends, his morality and finally his sanity, certain that he could win next time, that a legion of bowler-hatted bureaucrats couldn’t hold him down forever, that he’d become the hero of the West he knew he was. That delusion was the last thing he let go of, moments before he took his own life rather than be captured and letting the government beat him one last time. What Dutch wanted never really changed, but a long time ago he decided he’d rather be victorious than be noble, the true tragedy of his character. His anger came from fear, his heroism came from self-obsession, and his vision, tragically enough, came from delusion.

GREAT BOSS FIGHTS AND WHAT THEY TAUGHT US, NO. 2: “PHALANX”

Last time we looked at the endearingly icy antagonist of Arkham City, “Mister Freeze,” and after several hundred words deduced that boss fights – and stay with me on this one – should generally be a bit harder than the bits of the game that aren’t boss fights.

I know, I know, it’s certainly bold new thinking, but what made Monsieur Gel work so well was the fact that he was testing every aspect of the player’s skills up until then. In a game split evenly around reaction-brawler combat and stealth, Freezey is the enemy who demands perfection in the latter of those two, as well as an organic understanding of how to use all the tools you’ve acquired.

But now we’re leaping back in time by half a decade and a whole console generation to a game beloved in indie circles, to the point where it’s recently gotten a shiny new re-release to bleed pennies out of all the people who bought it the first time, but don’t get to play it on the new, (allegedly) superior consoles. That’s progress, apparently.

 

“PHALANX/COLOSSUS 13/THE SNAKE,” SHADOW OF THE COLOSSUS

Replaying Shadow of the Colossus recently, what struck me was how many of the Colossi frankly seem to be struggling to live up to the promise offered by the first few you encounter – that promise of big, epic struggles between towering monstrosities and an anime pretty-boy in a poncho, who hangs from their pubic hair and hacks diligently at their exposed ‘nads.

You can certainly tell which Colossi feel more like gimmicks than fleshed-out ideas: Buffalo Bill and his baffling pyrophobia, Crash Thompson and his penchant for headbutting pillars into perfect locations, or Tooth-Temple Terry pootling around his lake until you steer him into a wall. They’re not bad, these fights, they’re just a little… token, dropping in quality because of what they’re not, rather than what they are.

But then there’s the thirteenth Colossus, referred to as “Phalanx,” or sometimes as “the Snake.” Neither term does it proper justice. Show up at the vast stretch of bleached desert sands to the North-West of Dormin’s Temple, and there’ll be a moment of confused searching before the ground begins to rumble and nearly six hundred feet of flying tapeworm explodes out of the sand, dwarfing even the huge monsters you’ve seen so far and making you feel like something barely worthy of notice as it begins to fly in wide, looping patterns, supported on giant, organic balloons of gas.

Uh… now what?

 

WHAT IT INCLUDES

A bit of everything, largely. To begin with, you can’t even get up to reach Phalanx as he circles lazily through the air, and must engage in a bit of precision shooting with your bow, trying to pierce the three air sacs that keep him at his lofty altitude. This done, he’ll descend to the point where the tips of his sixty-foot fins are dragging through the sand, and this is probably the best moment of the fight, as you charge alongside him on horseback, trying to keep pace, trying to keep an eye out for obstacles, trying not to freak out at the size of this thing, and must organically pick a moment to throw yourself at the fin and cling on for dear life before his airbags refill and he begins to raise back up into the stratosphere. Hope you don’t mind heights.

And suddenly, you’re higher than most birds can fly, gawping over the edge of oblivion as you pull yourself up onto his broad, fur-flecked back, and try to hold on as you pull yourself against the wind currents to his three weak spots and stab furiously at them in an attempt to bring this beast down. He’ll try and shake you off, even dropping back down into the sand to get rid of you if you take too long, which means you’ll have to try and pull this off again. Sounds good to me.

 

WHY IT’S GOOD

What, weren’t you listening? This is a huge fight that actually feels like both of you are doing your utmost to get rid of the other, and has a sense of scale and majesty that few other games can match. It’s not just big, it’s… well, colossal.

Heck, not only that, but nothing here is scripted. Yeah, there’s an order to how you need to do things, but the way you go about it is up to you, no quick-time events or anything. Start by doing a bit of sharpshooting with only your own skills to rely on, ride on Aggro alongside this runaway train of a beast, literally stand on the horse’s back to leap at Phalanx’s fin (desperately trying not to miss), then pull yourself up to his body proper and crawl around his lengthy frame at your leisure, hunting down the magical equivalent of jugular veins and carving them up royal. It’s big, and it’s epic, and it feels like you’re the one doing it, not just the game setting you up for this moment disingenuously like it’s a fairground ride at Disneyland. And when Phalanx barrel-rolls through the air to shake you off, hanging upside down off his back hair by one hand as your feet drag through the clouds feels like an untouchable adrenaline high.

 

ANY MISTEPS?

If I had to object, I might say that the fight is perhaps a smidge too easy and could afford to be little more punishing when you do something stupid. Traditionally, once you’re on a colossus, the big threat is running out of stamina and losing your grip, but at this point in the game you’ve got a stamina bar as long as Das Boot and playing with even a modicum of care should see you getting rid of at least two of Phalanx’s weak points before he finally just throws himself back into the dirt for a guaranteed breather.

Not to mention that if you do fall off his back before then, the end result is surprisingly tame, with our prepubescent protagonist not even losing half of his health as he drops though the air and lands face down in sun-scorched rocks and sand. Hell, it’s not long before you realise that Phalanx never actually attacks you, just trying to shake you off his back after you stab him one too many times, so there’d be odd moments of disconnect where I’d look up at this thing soaring overhead after I just hacked half the blood out of it, still apparently unconcerned by the aggressive little microbe shooting arrows up at it and screaming angry, Ico-brand non-language.

 

WHAT WE CAN LEARN

That huge-scale stuff has to be handled carefully, and never to the player’s detriment, putting the cinematic too far forward. I admit, running around all over the giant figures in the God of War series never really did much for me, because everything about it felt scripted and planned in advance. Not to mention that Kratos’ absurd power didn’t make it feel like that much of a fight to begin with, so who cares about the distinction in size?

But Team Ico designs Phalanx like some strange, alien airship, something so big that it can hurt you by accident, and placing it in an environment large enough that you keep forgetting how huge this thing is until you ride close to it. Then moving around on its back feels real, roughly speaking, with everything going towards making the battle feel plausible and terrifying in scope. The game doesn’t give you anything, you have to claim it all for yourself, and that’s far, far more satisfying.

 

NEXT TIME: “I’ve done everything this world has to offer. I’ve read every book. I’ve burned every book. I’ve won every game. I’ve lost every game. I’ve appeased everyone. I’ve killed everyone.

“Sets of numbers… Lines of dialog… I’ve seen them all.”

GREAT BOSS FIGHTS AND WHAT THEY TAUGHT US, NO. 1: “MISTER FREEZE”

Few video game traditions go as far back as the noble boss fight. From the valiant pursuit of a single pixelated barrel-slinging, kidnapper ape in the original Donkey Kong, to the cinematic destruction of cosmic beings and the gods themselves in the Bayonetta series, half the games we remember, we remember for their climatic showdowns.

That being said, a boss fight is no guarantee of excitement, nor of satisfaction. A lot of modern games are happy to condense what should feel like an epic confrontation down to a series of quick time events, like the pirate slavery goon squad leaders in Far Cry 3, or perhaps decide to test something totally illogical, like making the Bed of Chaos in Dark Souls a platforming boss. Or what about Fable II, in which you spend the whole game trying to get to your hated nemesis, only to press one button and unceremoniously blow a hole in his head ten minutes from the end, never to be mentioned again?

So bearing that in mind, over the next week or so we’re going to be going over five great boss fights from gaming history, what made them work, what they have to teach us, and where they might just have fumbled too. And to begin with, we’ll begin with something a little…

Hold on, were there any ice puns that Arnold Schwarzenegger didn’t use up?

 

“MISTER FREEZE,” BATMAN: ARKHAM CITY

Nobody would initially look to the Arkham series for examples of good boss fights. Out of the whole four games and all that DLC, I think I recall only one worth mentioning, maybe two if you count the Scarecrow sections (which I do think are slightly over-praised as a whole).

That boss fight is, of course, the confrontation with frosty foe Mister Freeze, taking place midway through the second game. After an uneasy alliance between him and Batman collapses with all the predictability of the Statue of Liberty in a disaster movie, Freeze seals the doorways with ice and decides to clip this bothersome Bat’s wings. Acting fast, the caped Crusader retreats into the shadows – and the game is suddenly on.

 

WHAT IT INCLUDES

This is one of those fights that actually feels like you’re doing the Batman shtick, because Freezey isn’t going to just go down with a sturdy punch to the face. The guy’s surrounded by more metal than the editor of Decibel magazine, and the only thing apparently bigger than all that power armour is the ice-powered proton pack he’s carrying around with him.

So the key is to slink around, staying stealthy, and using all kinds of special tricks to slowly compromise Freeze’s suit until it’s worn down to the point where you can drive your fist through his helmet and take time showing him the true meaning of the phrase “cold snap.” But Victor isn’t exactly going to go along with that, and what makes him genuinely intimidating is the fact that every time you use one of your tactics, he does something to ensure it can’t be used happen again. Leapt up at him through a floor vent? He seals it shut when he realises what’s happening. Power up a generator to mess with his electronics? He’ll break it afterwards. Tried sneaking up behind him? He turns on a jetpack to burn you if you try it again. No gimmick will work twice, so you’d better be playing it smart, and playing it very, very careful.

 

WHY IT’S GOOD

Oh, this is good for a whole bunch of reasons. First of all, you’re forced to Batman as well as a Batman can. This is the make-or-break moment, where your cunning is suddenly put against an AI who learns from your actions, and it feels tense and exciting in a way that we haven’t encountered since Killer Croc in the first game, and certainly not as well.

In fact, considering you’re usually against thugs who pose about as much threat to you individually as a stale Hobnob, the single figure of Freeze suddenly throws that sense of superiority off-balance, making you feel like you’re the one being hunted. He can follow the warm footprints you leave behind, devastate your health bar in a couple of shots, and even getting close to him feels nerve-wracking, as he scans for a hint of bodily warmth or fires off drones to pinpoint your location. Not to mention the fact that his emotionless, artificial voice and glowing red goggles beneath the misted helmet make him startlingly creepy as an antagonist, even in a series that was usually pretty good at that sort of thing to begin with.

 

ANY MISTEPS?

As crazy as it sounds, I think a bigger environment with some more elements at play wouldn’t have gone amiss, nor would I have objected to seeing him come back in a different location with new tricks later on, considering he’s a great part of the game that’s finished with halfway through the second act.

Also, taking stock of Freeze’s tricks does take a while, but once you’ve worked out everything in your arsenal, he’s not as difficult as you’d think to take him out. The warm footprints can even be used to lure him around into certain traps, and he’s slow enough and loud enough that a clever player can avoid being caught without using their detective vision. Ideally, this would be the moment in which he brings in more drones or throws something new at you, but that never really happens. It’s not so much an error in the fight as the unused potential to be even better.

 

WHAT WE CAN LEARN

A boss fight is not only some culmination of spectacle or the chance to try out a gimmick, it’s the moment where the player’s skills are truly put under the magnifying glass and milked for all they’re worth. There’s so many times where a boss doesn’t seem measurably much more difficult than their collected minions, and you wonder A) how they got to be the boss in the first place, and B) where on earth the challenge is supposed to be if not here.

But Freeze is most certainly the grand exam for the stealth element of the game, testing the player by forcing them to try out every pouch in their utility belt, not to mention stopping them from using the same tricks over and over. He pushes you in every respect, surely the true point of a boss fight?

Well, depends who you ask. I know some games that would Pokemon X. Er, I mean, that would disagree.

 

NEXT TIME: Big, bad and beaky.

PLUMBERS DON’T WEAR TIES REVIEW – 2 YEAR ANNIVERSARY & 100th ARTICLE SPECIAL

I don’t know what the universe wants from me any more. I really don’t. Every time I try a game that I think is the worst one ever, reality at large gives a cackle of malevolent glee and spits out something far more awful. I remember playing Tales Of Zestiria a while back and thinking I had reached the pinnacle of what was, paradoxically, the lowest point that gaming had to offer. How naïve I was! Since then there’s been a ton of crappy mobile games, the Steam Early Access garbage, the games that ended up technically broken or flat-out non-functional, and all the tedious franchise maintenance gruel that comes with a billion dollar budget and ten cents worth of good ideas. Then most of those would be topped by my attempt to play more than twenty minutes of E.T. without my head falling off, which would in turn be peaked by the actual revolted anger I felt when enduring Duke Nukem Forever.

But you know what? DNF is still a game in the most technical sense. It achieves that function, however imperfectly. On the other hand, Plumbers Don’t Wear Ties is… Well, I don’t honestly know. I wouldn’t even know where to begin, this thing beggars belief and probably buggers beggars for good measure, so confusing and abhorrent everything about it manages to be. Within five minutes of starting it up my jaw was hanging open, within ten minutes my eye was twitching dangerously, and within the first quarter of an hour I had run to the kitchen cabinet to find any sort of alcohol or cleaning fluid with which I could chemically numb the experience. After the forty-five minutes it took to beat this thing, I was in the foetal position in my chair, eyes wide and staring into the middle distance.

I’m genuinely worried that I’ve irreparably damaged my ability to critique games by playing this thing. I’m concerned that now I’ll be grading all others on a curve so steep that it looks like a mobius strip. I’ll be playing Dog Punching Simulator 2017 and thinking deliriously to myself “well, at least it’s not PDWT! Give that sucker a ten out of ten!”

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You ask for context, but I can give none – this game confuses me as much as it confuses you.

Some explanation is clearly in order. Plumbers Don’t Wear Ties is a sort of early interactive narrative from 1993; a surreal, erotic comedy (and I use those last two words quite wrongly) that feels like what a Telltale game would’ve been if it had been made on a computer with half the processing power of a typewriter, crafted with assets ripped inexpertly from leftover surveillance tapes, and all strung together by a writer with a rolled-up copy of Playboy lodged several inches deep in his forehead.

I’d always known about this thing by reputation, but by all accounts the game had been lost to time and to the uncaring march of technology… And then that changed a few months ago, when some noble fool committed to the cause of archiving gaming history found a working copy and made a functional port for modern computers, putting it online for the world to…

Well, not enjoy, but at least acknowledge. Preserving culture is certainly an admirable sentiment and one I’d normally be fully in favour of, but a big part of archeology is knowing what relics to put in a museum and which ones to throw back in the dirt, lest they pop open and melt your face off. And Plumbers Don’t Wear Ties does make me feel like how the Nazis must’ve felt at the end of Raiders of the Lost Ark – screaming in agony and begging for forgiveness from a callous, uncaring god.

Our epic odyssey starts with two characters so utterly boring and bland that I can barely remember that they exist even while looking at them. Turns out that Dick and Jane are each being pressured by their respective parent to pump out a couple of kids with a suitable breeding partner… At which point the whole story goes off the rails so hard that the buffet car is now orbiting Jupiter next to the monolith. So suddenly there’s a naked shower sequence! And then there’s a live audience cheering, though there was no suggestion of one up until now! Then there’s the most generic music in existence, looping over and over! Then there’s a narrator introduced fifteen minutes in, wearing the rooster mask from Hotline Miami and sitting next to a Benjamin Franklin statue, which is followed by a goofy slasher sequence over a girl in her underwear, which in turn precedes the introduction of a second narrator in a karate uniform! We’re two thirds of the way through the plot at this point, and somehow both nothing and everything has happened!

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Baffling and poorly photographed pictures run in a frenetic, hideous slideshow, whilst the audience is forced to listen to some of the worst dialogue ever written laid over the top.

“Disconnected” doesn’t do it justice. Trying to link the various ideas displayed in Plumbers makes me feel like a a conspiracy nut stringing together blurry photos of the JFK assassination and Bigfoot sightings on his apartment wall. It leaves your head spinning, but there is something darkly fascinating about witnessing such narrative anarchy. The subject matter and story direction changes with the wind, ricocheting from idea to idea like a fly trapped in a glass box and resulting a story so chaotic that you’re liable to end up feeling seasick. I thought I was numb at this point to poor characterisation and crappy writing, but I actually ended up screaming the words “what am I watching?!” at the screen, multiple times in the first half hour.

So you see my problem here, right? My ability to critique a game is dependent on there actually being a game to critique, not a set of unrelated images, words and sounds that plays like a damaged PowerPoint Presentation, designed by a lunatic with a fetish for blondes and bad photography. I feel like I’m staring down into an abyss with no visible bottom, but I have news for you all – the abyss doesn’t stare back into you. That would be poetic in some manner, and poetry requires at least a third of a functioning brain, something that was not available of the set of PDWT.

Now I have calmed down somewhat, let me try and explain “the gameplay” of this thing in detail. You’re presented with a slideshow of images that will be vaguely connected if you’re lucky, with a combination of sounds and narration playing over the top in an attempt to contextualise them and generate some sort of story. By the way, this audio design includes some of the most wooden voice acting and dreadful dialogue I’ve heard from… Well, ANYTHING, and I still remember seeing teenage couples trying to flirt with each other. Then, roughly every ten minutes or so, three text boxes using ugly font on a monochromatic background will pop up so you can choose one of them, and each one leads to a different slideshow with the same problems as before – or maybe even worse.

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Your choices of where the story goes are short, but certainly not sweet. The flavour left in my mouth was more along the lines of “burnt ash and failure.”

How do you know which text box to pick, by the way? God fucking knows! The game – and sometimes the characters themselves – will berate you every time you pick the wrong one, but the correct answer seems to be arbitrary to the point of being best deciphered with a set of tarot cards. The overall goal is to bring Mr. PornStar Plumber, Esq. and Ms. Hooters’ Employee Of The Year ’87 together in a healthy relationship, or at least what this game considers to be a healthy relationship, which is less “Casablanca” and more akin to “Debbie Does Dallas.” But when I failed to set them up early on and the male lead ended up dating a gay criminal, I actually cheered. Not because I was rooting for them to get together – I wasn’t, that’s more investment in this saga than any sane person could maintain – but because it led to a GAME OVER screen and gave me the opportunity to get a refill of rum that would help ease the pain of my second attempt. Why couldn’t I get my booze earlier? Well, clearly installing a pause menu or a save/load option was a bit more than the budget could handle, so once you start the story going you’ve basically stuck for the next hour watching it play out.

It’s also a blisteringly sexist game, but that practically goes without saying with a premise like this. Our female lead spends the first few scenes staggering around uselessly in a shirt that shows enough cleavage to embarrass Elvira (and with far less charisma and self-awareness than Cassandra Peterson ever showed), before that shirt is removed from her entirely as she runs through the streets screaming like a damaged kettle. Even when the narrator is replaced by a female one, she is later shot to death by the original using a Nerf Gun. I’ll say it again – what the hell am I watching? And more importantly, when in god’s name can I stop?!

By the way, if you leap into this expecting at least some sort of erotic thrill, then you’re completely out of luck and then some. I will give Plumbers the most minor credit, in that male and female nudity are given equal presence in the “sexy” scenes. I suppose that shows some sort of misguided attempt to include everybody equally in this train wreck, but it’s pointless trying to get people invested in this game for any reason beyond Stockholm Syndrome. The nudity is so tame that I’d believe this game was rated twelve before I believed it was rated eighteen, with the occasional infrequent shot of somebody’s backside and at one point a poorly-photographed nipple, which probably wasn’t even much to gasp about in 1993. I can’t understand how they got this element wrong, of all things. Making porn should not be difficult, you just drop two or more people on top of each other and play some bass guitar in the background! Somehow, in some way, Plumbers Don’t Wear Ties screwed that up too!

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You know you’re onto something terrible when the cast looks less interested in being there than you do.

At the end of the day, the question is this: can PDWT provoke enough “so bad it’s funny” amusement to justify the effort required to hunt it down? Um… Well, I never really laughed playing it, but I’ll admit to being impressed by the amount of paint that would’ve presumably had to be huffed so as to inspire the scriptwriters. Maybe you could hunt down a recording on YouTube just to witness this mess firsthand, but for the love of God, if some time traveller offers you a copy of this thing and asks for actual money in return, punch them in the nose for that insult.

I’ll finish by saying what you’ve already worked out, loud and clear. Plumbers Don’t Wear Ties is the worst game I’ve ever played, bar none. It is a mindfuck of epic proportions, to the point where viewing it with hallucinogenic drugs in your system would probably normalise it by degrees. This erotic comedy game isn’t erotic, isn’t funny, and isn’t even a game. It’s just a stark, staring look into the horror of the human soul, that little void within all of us where we hide those terrible thoughts and urges that we dare not let loose – and standing there in the middle of it all is a man in a chicken mask and a gold bow tie.

So it is with great humility that I bestow upon Plumbers the worst scores I am capable of offering – two thumbs down, one hundred percent rotten, five Piers Morgans out of five, and yes, the holy grail of holy crap – a zero out of ten. There is nothing in this thing that works on any level, as the whole game just ends up being insulting, baffling, or terrifying. Should I ever commit suicide, the associated note will be written on the back of the game’s box, and will be over in five words.

“Can you really blame me?”


0/10

The worst game I’ve ever played at time of writing, Plumbers Don’t Wear Ties appears to have made just about every poor decision a game’s creators could make. My eyes, my soul and my hard drive have been forever tainted, and the only time I felt anything positive for this game was the stab of envy that occurred when I saw how easily and how efficiently the file was deleted afterwards.


 

Oh, and happy two-year anniversary/one hundredth article, by-the-by. Huge thanks to everybody for enjoying my work and suffering alongside me all this time. Even when there’s crud like this, it’s still more fun than I’d ever admit, and you guys make it worth it.

THE FAILURE OF ROLE-PLAYING GAMES

Why do so many people hate Fallout 4? If you ask the players, they’ll say it’s because it went from a true RPG to a more shooter-inclined runny-gunny-crafty affair. And whilst I don’t necessarily think it’s a bad game, I do understand the problem that people have with it, what with it being marketed as the next installment in a chain of (now classic) role-playing games, not the exploratory shooter that it really happened to be.

And yet I ask them this – whilst Fallout 3 was indeed the superior game, especially in comparison to the time it emerged, was it really so good at the role-playing element? Oh, it’s better than most games in that respect, no question there. But did you ever really feel like you were playing anything more than a simple caricature? Trying to play a traditional hero is just about dropping all your points into healing and picking the selfless options in dialogue for a lot of games. Likewise, the inclusion of a karma system tends to make these characters feel more simplistic and mechanical than ever.

To my mind, this sort of thing rarely works, mainly because role-playing in games is limited largely by two things – context and mechanics, though to what degree you find yourself experiencing problems changes on a game-by-game basis.

Context is all about what the game tells you regarding your character, and everything you’re told is something that you don’t get to decide for yourself. For example, I can’t play as British aristocrat Lord Montgomery Fotherington-Mayfield in Fallout 3. It just doesn’t fit the story, because the game tells me in great detail that I was born and raised in Vault 101, that my dad is Doctor Liam Neeson and that my character is big on BB guns and cockroach killing. All these things make for interesting stories and characteristics, but they’re limiting my options as to what I can decide for myself. And I can’t pretend it’s not the case, as ignoring the context isn’t really the point when the world and its ongoing history is the main thing I’m here to interact with.

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Actually, this example may be a little too on-the-nose.

Mass Effect is probably the biggest example of this problem, but you can also see what it’s done to try and compensate. Shepherd has to be something very specific in order to fit within the plot – a tactical genius with a vested interest in saving the world – but that information is going against the RP in RPG. It’s pretty limiting from the start, and the best Mass Effect can do is to give us control of his/her appearance and methodology on route to that goal.

It’s true that context is a difficult balancing act to get right. You have to give the player the power to create their own experience, but crafting lots of options takes time and the player is incredibly likely to ruin a carefully-crafted story if given the chance. Going-off script usually goes poorly, because the script is where all the effort and intelligence is found. Hence why most quests tend to have two possible paths, good and evil, with maybe an additional neutral route if they’re putting the effort in.

As we move on to the limitations of mechanics, which to my mind is the bigger problem. Like I said before, there’s only so many routes and roads to endgame that a designer can think of, and as a result they tend to be… Broader, I suppose, but less impressive for that reason. With only the budget or time for about three paths per quest, most designers tend to default to that good/neutral/evil combination. And that makes sense to characterise those approaches with broad ideas, but any nuance, detail, or finesse – the stuff that makes a character seem realistic – gets lost in the process. Hell, we all know that evil choices usually default to a cackling, gleefully malevolent devil in human form.

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Pick your dialogue from the following: 1. Hello, fine friend! 2. I acknowledge your presence, functional companion. 3. Bow down before me, pathetic automaton!

But surely there’s more kinds of monster than that? What about the dark, silent, threatening figure who cuts people down without pomp or ceremony? What about the weak-willed coward who can’t quite bring himself to do the right thing, or the silver-tongued liar who tries to weasel his way through every situation? I’m not saying that there aren’t games that feature these options, but I doubt there’s many that feature all of them.

And the limitations of mechanics don’t stop there. If I’m riding the prisoner cart in Skyrim and I decide I want to play a legendary swordmaster who irked the Empire once too often, I do bump against the problem of my “One-handed” stat not even being high enough to worry the average rabbit. Playing Hatori Hanzo feels a bit out of the question when my stats tell me I can barely deduce which end of my blade is the dangerous one.

But alternatively, what about methods that the game doesn’t recognise? Video game, today I feel like pretending to be some dirty, underhanded fighter who doesn’t play by the rules and uses whatever tactics guarantee their survival in… Eh? You mean I can’t throw sand in my opponents’ faces or kick them in the ‘nads when they’re not expecting it? Guess that character concept is thrown to the wind with so many others, when all I can do is generically slash at people.

And of course there’s the problem of obvious mechanics that the game doesn’t take into account. Maybe I’m just a prude with an overdeveloped sense of privacy, but why is that after escaping the chopping block in Elder Scrolls, I can rock up at someone’s house at two in the morning to hand in a quest, shaking them awake whilst wearing only my underwear and a dragonbone helmet, and they don’t have a word to say about it? This might sound like a silly complaint, but role-playing lives or dies on immersion, and the fact that a world can and will function so weirdly breaks that immersion. Wait a moment, I’m not a wandering hero looking for the next paying job. I’m a poorly-shaved geek looking at a computer screen, and the person we’re addressing is just a stack of programmed data and carefully crafted textures.

Curse you, real life. You just love to ruin everything, don’t you?

Look, I’m not saying that the designers aren’t doing a good job, but they’re fighting a losing battle. A few gigabytes can’t match up to the breadth and depth of the human imagination, and as a result there’s something lost in the attempt to bring a fully developed human being to life in this way. It’s like cooking some humungous seven-course meal, only to find out that most of your guests have some kind of allergy or eating restriction. By the time you’ve cut out everything that can’t be used, it’s only dry rice and water.

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Greetings, sentient wood carving! Pull up a chisel and tell me what brought you here.

Fortunately, there are places to be found that role-playing thrives, namely the tabletop role-playing games of olde, a la Dungeons And Dragons, Pathfinder, Shadowrun, Savage Worlds, Traveller, Mutants And Masterminds, and so on. It’s a little easier to play a character when you’ve got somebody tailoring the experience to you, and it’s a lot easier when the whole adventure is designed with you in mind. One of the most role-play intense experiences I ever had was a one-player/one gamemaster series of adventures in the cyberpunk world of Shadowrun, where everything that happened was about my character and how the world related to him, adapting and developing in the wake of the actions he performed, and the people he blew up.

Perhaps D&D and its ilk have spoiled me in this regard, and I admit that I wouldn’t be surprised to see games stretching themselves to provide more and more options as time goes on. But true role-playing can only be limited by imagination, and a game can’t really accommodate all of human ingenuity. Besides, players live to ruin things for the person running the game. Any experienced gamemaster will tell you that.

FIREWATCH REVIEW

Walking simulators are always slightly odd, aren’t they? To my mind they feel eerily reminiscent of the old point-and-click adventure games, only without the pointing and clicking, which ironically was usually the worst bit of point-and-click adventure games. You didn’t spend two hours bumbling around Monkey Island trying to work out how to combine some aspect of the landscape with a packet of breath mints and a dented spade for your own enjoyment. There was always way too much trial and error to get any pleasure from it all, not to mention that the LucasArts and Sierra games treated logic and common sense like something that was only weighing them down.

No, you put up with all this rubbish because you got the reward of story and dialogue at the other end, with the possible addition of a pixelated set of breasts if you were playing Leisure Suit Larry, you loser. But walking simulators – sorry, interactive narratives – seem to have just cut out the middle-man, edging ever closer to that fine line which separates a video game from just being a DVD with a really detailed menu screen.

Whatever. It seems that large, open-ended maps with somebody talking in your ear is now a genre in its own right, and whether that genre lives or dies depends on the conversation skills of the ear-dwellers who accompany you. The Stanley Parable and The Beginner’s Guide were solid because of their writing, but in these games if there’s any time that somebody isn’t talking at you, it all becomes increasingly dull, mainly because you have less power to affect useful change than the average horse. Check out Proteus for an example of that experience, one that’s like being suffocated to death with a particularly vibrant pillow.

So the pressure was on Firewatch to pull its finger out and really show all those bigwigs and AAA jocks from the football team how good narratives are done. Not that those jocks could give a festering ham slice for the quality of their own stories, having multiplayer and gameplay to fall back on; but I suppose we work with achievable goals or else we go mad, right? Hell, that’s why I’m giving up smiling next year.

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“This is Rubber Duck to Feather Duster. Come in, Feather Duster… And what are you wearing, by the way?”

And for what it’s worth, Firewatch’s story is good… Mostly. We begin with an effective introduction sequence that details the life and loves of Henry, a middle-aged, bearded everyman that grows guilty and panicked in the wake of a tragedy he feels he can do nothing about, and literally flees into the woods to escape, signing up to become a lookout in a national park for several months. And within ten minutes he’s started a weirdly personal relationship with Delilah, another lookout who he never actually meets, but maintains near-permanent radio contact with as the game goes on.

What I like about Firewatch is that it’s fairly coy about its intentions for the whole first act. Several story threads sprout like beanstalks almost immediately, and it’s difficult to guess whether you’re going to experience horror, comedy, drama or what-have-you. Which doesn’t mean that the story is indecisive, only that it’s so humanly chaotic that it really does feel like it could conceivably go anywhere.

But for those who want some indication of what to expect, you’re basically in for a character drama, which then starts to lean towards a psychological thriller in the second half. And both of these work pretty well. Henry and Delilah are both compelling, likeable characters with good chemistry between them, and the game’s main mechanic of rewarding exploration with more dialogue is pulled off superbly, purely because it’s nice to hear them bounce off each other in yet another light-hearted conversation that clearly has more significance than either of them would like to admit. The first act (and most of the second) is basically the story of their blossoming friendship, and this means that we have a very firm grasp of their characters when the thriller plotline rolls around, and as thriller plots go, it’s a goodie. I won’t spoil, but Henry makes a discovery that throws all his time there into doubt and suspicion, whilst a mysterious third party toys with them from the shadows. It’s pretty killer stuff, and the further I got into the mystery, the more I was hooked. It even gets genuinely intimidating at times, stumbling through a dark forest when you know that there are probably eyes trained on you – but god knows where from, or who’s watching.

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Well, at least Jack Torrance lasted longer at the Overlook this year.

“But Joel,” I hear you ask, “if Firewatch does all these things right, then why did you preface your Pulitzer-worthy analysis by saying that it was ‘mostly’ good?”

Well, person who just offered that question to a computer screen, I’m glad you asked. Partly because we now know you’re unstable and can avoid you at parties, lest you strike up a chat with the television, but also because it leads into my primary criticism of this ‘ere game.

For Firewatch, having really grabbed my attention for most of the main story, then turns around and craps itself in the last forty-five minutes. The thriller plotline, having been all onions and gravy so far, is then required to deliver an explanation for the mystery in order that we may bring this saga to a satisfactory close. Sad to say that onions and gravy don’t last for ever, and we’re left with dry bread to chew on until the curtains fall.

For the mystery’s conclusion has all the impact of a dead bee falling into a swimming pool, as the writers picked out the flattest, least interesting answer and just offered it up to us without any real panache. I won’t say it doesn’t make sense in context, but it feels unworthy of the set-up and doesn’t appear to have any real weight. Hell, even if it turned out that Q from Star Trek had been screwing with us the whole time, it would’ve made for interesting conversation, despite being bonkers. But we don’t get that here, just something that feels small, cheap, easy and unremarkable. And though the absence of other people is good for setting up the atmosphere early on, in those last sequences you can feel the game straining for reasons to keep you isolated.

Look, I don’t want to make suppositions about projects that I wasn’t involved with. Who knows what happens between that first pitch and final result, right? For that reason, I’d never say that Firewatch is a game that had the first two acts written in a burst of excited inspiration, before the writers then realised that they had no idea what it was all building up to. I wouldn’t say that, I don’t know what the truth of the matter is…

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It looks like I took a wrong turn on the way to Albuquerque! Neheheheheh!

…But it wouldn’t surprise me at all if that were the case. And now I’m on this well-trodden path of negative thought, it’s also worth acknowledging that the park itself starts to get a little dull to walk through after a while. It’s certainly very beautiful, with a slightly stylised look that promotes bright colours and changes naturally between environments without ever feeling like we’ve just jumped between two Minecraft biomes, but the park is smaller than it seems and ends up becoming less explorative and more of a commute. Using the map and compass to find your way around is a rather nice feature, though. I suppose that’s more gameplay than most of these interactive narratives will usually offer.

Do I recommend Firewatch? I suppose I do, yes. It’s only a few hours and doesn’t offer much in terms of replayability, but the first two acts are strong enough to be a real guide on how to do these kinds of games well, even if the ending evokes the image of somebody using up all their inspiration too soon and having to weakly bring the whole thing to some sort of technical conclusion. I hear there’s something you can take for that, but if you find yourself still writing after four hours than you may want to book an appointment with an editor.


 

7.5/10

Firewatch aims higher than most walking simulators, with a deeply-personal story that organically expands into a larger mystery with intriguing stakes, but then decides it’s not as brave as it thought it was and throws out a paper-thin ending to mollify the audience. That said, three-quarters of the story is more than solid, and the environments are nicely designed, if a little too small.

GUNS OF ICARUS ONLINE REVIEW – “PLAYER TEMPERS ARE SKY-HIGH”

Here’s a bit of information that’ll surprise nobody: people suck.

And here’s a bit of information that’ll somehow be even less surprising than the previous one: people who play online multiplayer games suck even more.

I mean, is it even up for debate at this point? Between the pathetic shrieking, the inability to cooperate cheerfully, the ugly personalities, the permeating, eye-rolling belief that every game is the final match in some lame eSports tournament and that those who aren’t min-maxing every piece of gear are somehow not worth your time… It’s all infuriating. Why don’t you just relax and have some fun, you jackasses? You’re the collective reason why anybody with any brains at all sticks to the calm, clean waters of single player, rather than take the risk of jumping into the diseased community pool that is online gaming.

Yes, maybe I am a little bitter. I’ve never been a man for multiplayer in any major way, but that doesn’t mean I can’t appreciate good design and understand that playing with others can add a certain spice, especially when certain choices complement that spice. Watch_Dogs is now accepted as a pile of bland wallpaper paste and Hot Topic t-shirt scraps, but that hide and seek invasion thing worked pretty well, mainly for the ability to watch other people wet themselves when they realised someone was reading their browser history. And Dark Souls figured out pretty early on that the best way to minimise the problems of online gaming is to keep the dialogue and communication to a minimum, with clear goals and objectives for everyone involved. After all, nothing brings down the experience of playing with other people like… Well, other people.

And thus we come to Guns Of Icarus Online, which is a game I only found out existed last week, but had secretly always wanted in some form or another without quite knowing it had been done already. I can’t tell if I should be pleased or annoyed by that fact. I suspect that those who read a lot of my work will be able to guess.

The basic concept of this game is that everybody gets booted into a multiplayer server, and there’s a bunch of heavily-armed steampunk-pirate-ship-blimp things that float around like the inhabitants of Fallen London had decided to re-enact a battle from Star Wars, and the result is as lethal as you’d expect. Up to four players who are all seeing everything in first-person totter around on each ship trying not to vomit, and they’re all required to perform various roles if everybody’s going to make it out alive and bring down the enemy craft.

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The landscapes and level design in Guns Of Icarus are often hauntingly beautiful and even a little chilling. This mood is frequently ruined by the static-ridden moaning supplied by your teammates.

Which immediately brings out the problem of shared responsibility, and the failing of one person quickly becoming something that everyone has to deal with. Whether it’s the captain steering you all into a cliff, or the engineer just spending the whole game cooking marshmallows by the glow of a small engine fire, the blimp getting smashed to bits is still going to mean death for everyone, whether you’re Amelia Airhart or Ted Striker.

But normally I wouldn’t worry about this sort of thing. It doesn’t matter whether it’s the enemy ship that bursts into flames or if it’s ours, the gameplay is still fun and shooting at distant targets is satisfying enough to be worth the effort, win or lose. It’s not like GTA V, where one person getting killed in the online mission was a genuine pain in the neck, as you all got thrown back to the start and lost progress. Yeah, you’d forgotten how much that sucked, didn’t you? I’m going to hold that grudge until the end of time.

But back to Guns Of Icarus, and let me say that the element of teamwork is a fundamental mixed bag. In my mind I was hoping for something like those scenes in Firefly or classic Star Trek, where everybody’s coordinating tactics and having a great time doing so. And when I was lucky enough to be playing with friends that was certainly the case, especially when you realise that the game is instantly made twice as good when you put on a pirate voice.

It was all rather thrilling. From my position at the helm I’d spin the wheel and turn us hard to port with a great thunder of wood and sails, bellowing commands and watching my loyal crew scamper around, wisecracking and generally enjoying themselves. Or maybe I’d be some lowly engineer cabin boy (represented by yours truly putting on a tremulous Oliver Twist voice), dashing between various parts of the ship at the whim of my commander, trying to fight back the flames and keep everything running. It’s fun, it’s endearing, it’s nuanced, but most of all it feels good to do…

… Until you enter a public lobby by yourself, and everything goes to shit. I admit that there’s not much the developers can do about their customer base acting like piss-stained chimps, but perhaps they could stop giving them abilities to annoy other people with? One particularly galling factor is that any captains in the lobby can extend the timer before the game starts, apparently indefinitely. Why the fuck is that there? What purpose does it have other than to be abused? If people aren’t ready to play, they could always just back out of the lobby and adjust their knick-knacks there, though I doubt they need it. The developers do give them two hundred seconds of prep-time at least, I’m sure they can cope with that.

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Gunfire and explosions are what makes this game fun, whether those explosions come from your cannons, your engine, or your hydrogen-filled balloon “Hindenburging.”

There’s other irritants you’ll have to endure if you want to get at the pearl of good game design. For example, I do understand why the pilot is always the de facto Captain once you start playing. He’s best positioned to survey the area, he can maneuver the ship to get the optimal angles on enemies, and in a game about teamwork it’s still probably helpful to have somebody who can buckle down and take charge when things get hairy.

That’s the theory, at least. In practice it only means that one little git with a pile of Mountain Dew bottles stacked by his chair gets a power rush to match his sugar rush, and will scream unendingly at those unfortunates who don’t do what he tells them straight away. Oh, and captains can also see what loadout you’re using and recommend different ones, which only puts more power in their hands. No, I don’t want that kind of hammer using up my limited equipment space. Yes, I know there’s no limit to how many times you can make that text box ping at me and tell me to change it, you little sod.

And see how far declining that offer gets you – either a tirade of abuse in your ear or some mouth-breather giving a disgusted groan into the microphone before he lengthily explains why your build is completely wrong and inefficient. Dude, I’m just here to blow up airships with my flamethrower turret. Why is everybody making this so goddamn difficult for me?

Because on the few occasions that the dominoes fall into place and you get a good game going, it’s actually very engaging. The maps are huge and all thick with fog, which is placed around in a manner that manages not to be overly obstructive, yet adds a layer of stealth prior to every dogfight. Hell, it manages to be creepy and tension-raising to a legitimately startling degree. There’s something skin-crawling about the silence as you float past looming mountains or damaged skyscrapers, the only sounds being the creaking of rope and timber, constantly straining your eyes to see if that’s the glint of an enemy craft inside that wall of cloud-bank.

Then, BANG! Cannon fire ‘cross the starboard bow, sir! Aagh! Get on the port turrets, you scurvy dogs! I’ll swing this tub around to greet ‘em! Mister Engineer, keep watch on those propellers, I’m pushing ‘em to all they’ve got! Direct hit, sir! Wait, what the hell’s that sound? Captain, second target approaching from the stern! They’re below us, sir! Then man your stations, and full speed ahead! Prepare to fire on my command! CHARGE!

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Hmm… Might need to break out the ol’ toolkit for this one.

At least, that’s how it should be. And with the right friends, that’s what you get. Bombastic, climactic, volcanic airship action, that comfortably blends strategy with heat-of-the-moment thinking and a nicely designed backdrop. But if you go in solo and end up with a mismatched team of nose-picking goons, you can watch something that should’ve been superb get completely ruined as an experience. Hoo-bloody-rah.

So my advice to anybody considering a purchase is this: buy if you have at least one other friend who plays, and only go on it when you know he’ll be backing you up. And when you hop into matchmaking, take your own ship and pray to god that all the other crew members besides you and your bestie are just the quiet, cooperative bots, which are clearly superior to the pond life that might replace them. Those of you who don’t have any friends up for airship battles are advised to stay clear unless you have an insanely strong stomach, and not just because of air sickness.


6.5/10

With a better community this easily could’ve been an eight or even higher, but the fact that players are permitted to act like dicks and even actively encouraged to do so means that the biggest foe in Guns Of Icarus isn’t the enemy – it’s your own crew. Scoop this one up if you’ve got comrades who you love and trust, otherwise you may want to keep your feet on the ground.

HAYDEE REVIEW – “BEEP BOOB”

Well. That was… Something.

In light of the controversy surrounding Haydee, it almost feels pointless to offer a critique of how it holds up on the level of gameplay. After all, everybody who’s played it or seen footage of the titular protagonist (and I choose that word very carefully) has already formed their opinion. Either you hate it for being sexist, you admire it for being subversive, or you love it disproportionately because a group you don’t like hates it. Or, contrarily, you hate it for the same reason. Or maybe you just have a fetish for women with buckets on their heads. Que sera, sera.

The point is that writing around the subject feels somewhat irrelevant, but that never stopped me before. So I’ll come right out and say it – a few gameplay ideas in Haydee are basically OK. Doesn’t matter if the main character is a sexist throwback or a powerful gender-icon when it comes to that angle, any more than Hideo Kojima’s sub-par writing skills change the fact that it’s fun to choke Russians in MGSV.

The game prides itself on insane difficulty, and that is certainly warranted. You meander around the sexbot research zone of Aperture Science Laboratories, and a number of things will contrive to kill you before you find the way out, or at least locate a loose, comfortable sweater. Evil robots, lethal drops, your own stupidity – given time, one of them will finish you off. At their best, these deaths usually feel like challenging but justifiable failures, in the manner of my lovely, lovely Dark Souls. My masochistic urge for a game that won’t put up with any nonsense is well-documented, and I was kinda hoping that Haydee would scratch that itch between sessions of Super Meat Boy.

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<THE AUTHOR DOES NOT FEEL BRAVE ENOUGH TO WRITE A COMMENT OF OBSERVATIONAL HUMOUR REGARDING THE ABOVE IMAGE. PLEASE SUPPLY YOUR OWN HUMOUR AS NECESSARY.>

But at their worst, the deaths feel cheap and frustrating. I’m happy to admit that when some long-limbed android rattles towards me and I put five bullets in the wall next to his head, the fact that he proceeds to kick my notably ample arse is only because I wasn’t good enough to stop him. But when his brother sidles up alongside me with no warning and caves in my head before I know he’s there, that feels cheaper than a pre-sucked penny sweet. And with save points being few and far between, getting mangled unexpectedly is almost as annoying here as it is in real life.

Which is to say nothing of the camera breathing down your neck the whole time, because god forbid you find yourself unable to examine Haydee’s body at any point in the game. I’m sure that’ll mitigate the rage of being tackled to the ground by HAL 9000’s big brother, especially when climbing up platforms is done in two stages – the first one of which ends with Haydee awkwardly bent over the surface, just so we can see right up her exhaust port and embarrass ourselves when somebody comes into the room.

But I realise I get ahead of myself, and must describe the core gameplay ‘ere I ramble off into total irrelevance. Well, it’s not easily summarised. I suppose I get flavours of Deus Ex: Human Revolution, with a tiny bit of ‘dat Dark Souls added in and some classic elements of old Metroidvania, all set in locations from Portal that were considered too boring to be included in the final product. You scrabble around a clean underground lab in third person, picking up every gun, medkit, keycard and bit of ammo you can find. You also climb and jump around from platform to platform (which as mentioned, manages to feel more uncomfortably pornographic than Debbie Does Dallas) in order to move on and explore non-essential areas for more equipment that’ll help later.

The story is far less comprehensive. Our hero, presumably named Haydee, is seen in an enormous science facility, where the only inhabitants appear to be aggressive robots and dead, mechanical blow-up dolls. There are some elements we can piece together, for Haydee herself is one of these buxom sexdroids, and the fact that her unmoving predecessors can be found up ahead, all damaged from some sort of attack or fall, implies that you are not the first to try and find your way out.

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But which one of us is really in a cage? Oh, it’s the robot. Seems pretty obvious now, but it’s quite hard to see with no eyes.

Or something like that, I guess. The game honestly didn’t seem to give a rotten fig about the possibility of narrative for the time I was playing it, and the broken iHookers only seem to exist to highlight which areas are fatal to fall into. The game clearly has its own opinion on what demands more attention than story – namely white panel walls, removable ventilation grates, and jiggle physics. Lots and lots of jiggle physics.

But there are things about the game I can appreciate. The minimal HUD feels nicely unobtrusive, and clearly somebody took inspiration from Dead Space and stuck Haydee’s health bar on the back of her helmet, making it an organic part of her design. Well, not organic, strictly speaking – oh, you know what I mean.

I also appreciate the fact that the game has some genuine ambition to present real challenge. Sure, I’m not too hot about the infrequent save points and the fact you have to hunt out the items needed to unlock them, but I always love a game that actually asks that the player wake up and pay attention in order to succeed. And though some deaths feel cheap and unwarranted, most of them do feel like my error and not the game’s.

And of course, I am completely on board with an emphasis on exploration, which demands the player make note of their surroundings and return to previous areas in order to be as well-equipped as possible.  Yeah, you can charge ahead and try to smother enemies with your ridiculously-sized chest, but you aren’t likely to succeed if you haven’t been snuffling around for ammunition like a Texas-born truffle hog. There’s also something rather effectively creepy about the robotic enemies, which silently move on you with clear purpose in mind, in a manner that can only be described as “advancing.” They even generate a few organic jump scares as they lurch into view, so I can’t say the game didn’t effect me.

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Day 3 in the Kardashian manufacturing facility…

That being said, the things I don’t like are more frequent, and start to get on my plums pretty quickly. The too-close, lecherous camera is one bugbear, and the unwieldy controls are another. I also don’t appreciate the fact that the plain, unremarkable environment gets old to look at very fast, and that there’s something rather unfinished and lazy about certain aspects of the game. Character animations are few and far between, the creators seem unwilling to give the player any information about what’s going on or how to play, and the lack of story feels less like a stylistic choice and more like nobody could be bothered to properly contextualise the events.

Is that everything? It is? Because I can’t think of anything else to address before we OH FINE I’LL TALK ABOUT IT.

Let’s get down to brass tacks. Is this game sexist? Well, for a while I didn’t want to think so, partly because I was still kind of enjoying the gameplay and didn’t want to be seen to associate with something unseemly. After all, I have a paltry façade of a reputation to vaguely maintain. What could be more important than that?

At first I was mainly wondering if Haydee were some subtle, elaborate satire. Our protagonist is literally a set of sparsely-covered curves with no head, voice or obvious agency. Most notably, the heroine is sporting a blank plastic panel instead of a face, which in itself is so absurd as to imply self-aware, wink-wink acknowledgement. It comes across as ridiculous to consider, so defiantly backwards in tone that it makes me wonder how seriously this was all being taken. For god’s sake, the two difficulty modes are named “hardcore” and “softcore.” Could it be that all those sputtering Tumblrites were getting their piercings in a twist over nothing more than a simple satirical statement? It wouldn’t be the first time that people on the internet went insane for something that didn’t really matter either way.

But on reflection, I’m not convinced that Haydee is a satire. It’s actually not outrageous enough to come across that way, and with no story to tap into that parody potential, it feels more genuine than anything else. When I saw that the keycards all had pictures of topless women on them, I realised that this was exactly what it looked like to begin with – an unremarkable game with a few titillating elements added to draw people in. Whether that’s fine or not is up to the individual. You might call it harmless exploitation of the kind all entertainment has been engaging in since cavemen could first draw blood and nude stick figures on rocks. Or you might call it a regressive, demeaning fantasy that we should’ve gotten over around the same time. I can understand both, but it’s probably not empowering either way. But maybe it’s not trying to be. Maybe it’s happy to be stupid, sexy fun. Maybe it’s at too high an ethical price to be worth another depressing female archetype. Honestly, I’m starting to lose interest in both this subject and the game as a whole.

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It’s an easy joke, but somebody had to make it.

Which can act as my closing point. Haydee is a little too rough, a little too minimal and a little two unimpressive to be anything more than a time-waster, unable to capitalise or develop the good ideas that dwell within it. I couldn’t be bothered to play beyond a certain point, so maybe it picks up later – but I don’t care. I have limited recreation time in my life, and I ‘aint putting those valuable hours into watching Cave Johnson’s secret fetish fall into pits and perform revealing gymnastics routines. Maybe pick it up if you see it on sale, or find yourself attracted to mannequins. Otherwise, I can’t really recommend.


4/10

Haydee is a somewhat solid premise that isn’t refined enough to hold up on its own terms, so it throws in the headless Playbot as the heroine and hopes the bouncing jubblies will distract you from your growing boredom. Unfortunately, it doesn’t.

PONY ISLAND REVIEW – “MOUTH LASERS ARE NOT ENOUGH”

I have a soft spot for indie game development, as everybody who reads my work knows. I tend to be kinder in my reviews, more encouraging in my feedback, and more willing to part with my money when it comes to that final choice of buy/deny.

And that’s because indie game development is very important to the gaming community, perhaps more so than the big AAA stuff that gets the most attention. Gaming was founded on small projects made by people working out of their homes and universities, and even now the indie stuff feels like the most creatively liberated section, willing to take risks and make artistic statements – so good on them.

And because of that, I was approaching Pony Island with a certain amount of hope and expectation. After all, the information I picked up was certainly positive, and it all seemed to gel with the sort of things that I like. Classic arcade gaming with a subtle depth beneath it? Intriguing. Subversion of traditional visuals by infusing them with a darker edge? That can certainly work. Shooting Jesus in the face with a laser made of Matrix code?

… Well, now I’ve got to try it, right?

So Pony Island is a very short game that uses fourth-wall humour and underlying metacommentary in the main story, with a deceptively cheery old-style arcade game appearance presented as a façade over the whole thing. The façade falls away as we progress through the game, and as it becomes more clear that certain forces, both good and evil, are trying to manipulate you into performing actions that will have far greater consequences than achieving a new high score.

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BLAAAAAAAAAAAAAAAAAAAAAActually, this rather hurts my throat to do.

Now, I double-checked the timing on Pony Island’s release, and saw that it came out only three months after Toby Fox’s modern classic, Undertale. So I certainly won’t say that Pony Island was made out of some rushed attempt to leap onto an existing bandwagon, because most game development takes longer than three months. And like I said: it’s indie development. I want to be kind here.

But if it’s not guilty of being a copycat, it may be a victim of unfortunate timing. It certainly hits a lot of the same notes as Undertale. There’s a villain who seems exaggeratedly cute at first, there’s retro-gameplay altered in theme to meet modern sensibilities, excessive levels of games-talking-‘bout-games and even the same ending as Undertale, with one of the characters speaking directly to the audience and asking them not to player the game anymore.

An instruction I was all too happy to follow, as this is the question that was plaguing me throughout the two or three hours necessary to win: if Pony Island is a spiritual successor to Undertale, why do I love the latter whilst finding this new pretender rather insufferable?

It might be because the story feels a little bit too much like a gimmick, and doesn’t really know what to do with the good ideas it does have. To begin with, the game is way too excited about throwing away the initial illusion of cutesy “My Little Pony” visuals, which barely lasts five minutes before we get the darker stuff overriding it. We’re not even half an hour through before they’ve broken out the demonic pentagrams and creepy music. Oh look, a game about unicorns jumping over gates is actually a scam utilised by the Devil himself to gather souls. Man, that’s not something I’d expect Uncle D to be using. What? No, I’m not yawning. I’m, uh, silently gasping in terror. Yeah, let’s go with that.

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Lovey the Flower! No, hold on.

Which brings me to my second point – shouldn’t the antagonist be more threatening? Shouldn’t I feel more of a motivation to win? Undertale made me scared of a smiling yellow flower, and Reigns was clever enough to make a lovable dog seem unaccountably creepy. But the devil here just feels like an annoyance, something that throws a multitude of inconvenient (but by no means concerning) obstacles in your path. It’s like trying to write an essay, and every couple of hours somebody pops up and deletes a random sentence. Pretty weak stuff, I think you’ll agree. And with no real characterisation for either the player character or the NPCs, I never get the sense of anybody actually being in danger or grief. At one point the player is allegedly sent to sleep and trapped for three centuries, but so what? We see no consequences; we don’t become bothered by anything. We just sit back down and keep playing. Why is this supposed to concern me?

And the metanarrative is just as shallow, highlighting why such ideas can either turn out as gold or mould. Maybe I should stop belabouring the point, but Undertale was wise enough to initially keep its bigger ideas in the background as underlying subtext, and then had them emerge forward as the game progressed. So it starts off by drawing us in with characters, then doubles down by connecting the more philosophical stuff to the main plot later on. It also had much more interesting ideas than this game. What would the ability to save and repeatedly reload your life do to a moral mind? How would the ideas of grinding for experience or trying to reach total completion look in a real-world context?

Pony Island doesn’t seem to have any thoughts on that level, or even any real thoughts at all. There are moments where you step away from the fictional arcade machine you’re playing, and bits where you get on the developer’s nerves by cheating or playing unfinished levels, but there’s no deeper meaning to any of it. It’s just… There. I guess it’s meant to be funny, but I didn’t find myself laughing – the ultimate nail in the coffin of the comedy game.

Which isn’t to say there aren’t parts I like. Or perhaps I should say part, singular. It’s just one scene, but it’s a very clever scene where you have to keep your eye trained on a certain entity to see how it changes, and the game tries everything it can to distract you, to make you look away. I won’t spoil what happens, but needless to say that the game really does pull out all stops and makes it near-impossible that first time you try, utilising the kind of tricks I’d never expect, yet somehow manages not to feel cheap in its tactics. There’s no deeper meaning behind it, but that doesn’t mean the basic idea in that scene isn’t clever and well-made, so due respect there.

Because it’s better than the gameplay, which was definitely getting to be a chore by the end. I suppose it’s in keeping with the joke that this is silly, shallow arcade gameplay, but let’s remember something – you’re still making me play a shallow arcade game. For lengthy periods of time. That might not have been the smartest move to perform on somebody who’s already losing patience with your creation to begin with.

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Don’t let me type stuff into video games. That never ends well.

There are two forms of core gameplay: the platforming sections and the hacking sections, and they both suck. The former is briefly entertaining until the developers run out of abilities to give you (two), having you jump over obstacles and blast enemies with your mouth laser in 2D side-scrolling perspective. But once it’s gotten those bits out the way, the game has nothing more to offer action-wise, except for the occasional alteration in who you fight. But considering Code Genie, Angry Flying Skull Thing and Lord Giant Boss Demon Monster Sr. all go down with a hearty dose of tonsil beams to the face, there’s no real change that comes across as significant to the player.

But it’s better than the hacking, which is represented by that age-old pipe-water game AGAIN. The game does its best to hide it by adding a heavy computer-code aesthetic, but it’s still steering an object around a grid by swapping out directed sections of a maze. Pony Island, we talked about this just a few days ago. I know Bioshock was an incredible game, but it’s now widely accepted that hacking the vending machines was the one element that sucked more cock than a hungry leech in a chicken coop. Out of all the Bioshock aspects you could’ve taken inspiration from, why that one? It’s like deciding that the best part of National Lampoon’s Vacation is that racist scene in the city slums.

I’m torn on to whether to recommend Pony Island or not. On one hand, it is incredibly cheap at only four pounds, and some people do really seem to like it. Not to mention that if I’m going to give my money to anybody, I do want it to be small-scale artists trying to succeed with creatively interesting ideas.

But on the other hand, I don’t like this game! Four pounds isn’t much, but paying any amount of cash for an unenjoyable experience is wrong. That’s why going to visit distant relatives for Christmas is so utterly depressing, and why you usually bring heavy amounts of booze to compensate. But I didn’t have any alcohol to hand with this one, and when my flatmate asked me to help her tidy the kitchen, I was only too pleased to escape.

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OH GOD NOT AGAIN

Though I did get to what seems like the canonical ending of Pony Island, the achievement list does suggest more gameplay and narrative hidden in there somewhere… But I don’t care. My work is officially over when the credits start rolling. If you want me to play more than that, you need to seduce me with some good material, and you can consider me as dry as a nun on this one. Maybe give it a try if you like your fourth-wall humour, or have just taken a great deal of drugs and need something entertaining in the background.


4/10

Pony Island has high ambitions, honourable intentions and even a few good ideas – but none of them ever amount to much. Generally inoffensive but nowhere near as original as it believes it is, the game becomes boring and eventually meanders into the frustrating.

WHAT WOULD JOEL DO… IN THE DISHONORED FRANCHISE?

Dishonored (which I will always maintain is spelt wrong, America) was one of those games which has received both too much and too little praise. This first-person stealth game was a critical darling upon release in 2012, achieving a stream of awards and much slobber from the online websites, even BEFORE most of them had been paid to like it.

And though audiences were positive and no real complaints were raised, the game faded in the minds of the public, likely due to the lack of multiplayer, the focus on a complex setting, a sense of genuine challenge and the fact that no gender controversies were made about it. These are all things that make it work in my mind, but that’s me – always bucking the trends to look cool. And people say critics don’t represent the people! To that I say: of course not, who the hell would want to? In the ancient Caddyshack war of Snobs versus Slobs, I stand firmly with Ted Knight against the invading forces of Rodney Dangerfield.

But I’m getting off-message. Dishonored was a good (if somewhat flawed) game, and with a sequel scheduled for release in November, I took it upon myself to consider how a potential follow-up might work. The answer? Well, read on, you lazy goose. I’m not going to do all the work for you.


STORY

Let’s consider things in reverse to what we did for Zelda (where we decided story should inform gameplay), because here we actually do have an excellent template for what a Dishonored sequel should be like: the Boyle Masquarade Ball in the first game. The absolute highlight of the whole affair, and a good blend of gameplay, world-building, organic side-quests, physical and social stealth with multiple solutions to a single problem: how do we work out which of the creepy women in wolf masks is our target, and how do we guarantee that she’s never seen again after this night?

And one of the things that made that mission work was that it was when the game suddenly had a lot more character. Thus, I would make our hero something very different to the silent, staring Corvo Attano in the first game. In this instalment the protagonist (we’ll call him Monty, purely because I like the name), is a charming raconteur and daring wit, the cream of high society… And also an accomplished cat burglar, going under the suitably thrilling name of “The Fox” when it comes to the popular press.

Bam. A solid set-up for a stealth game (yes, I know it’s similar to Thief, but there hasn’t been a good Thief game for ages, so I’mma take it), with bona ride reasons why our hero can sneak around at a professional level, not to mention why he’s breaking into places right from the start. When he’s seen trespassing, his mask covers his face and identity, and when he’s hiding in plain sight, he takes off that mask, and just goes around looking innocent and putting up a façade of endearing buffoonery. Basically, he’s a combination of the Scarlet Pimpernel and Batman, with all the delightful fun that implies.

Then we need some inciting incident, after a couple of tutorial missions where we just pinch large diamonds and so on. To my mind, two things would happen in tandem – Monty would steal something that’s much more valuable and important than he immediately realises, and simultaneously be visited by the ghost of Edward Cullen (aka, the Outsider), to be given a stack of magic powers to do with as he wishes.

And everything then happens at once. Monty makes a few selfish decisions regarding the mysterious item (i.e., keeping the damn thing), resulting in a friend of his being hurt/killed by somebody who’s intent on taking it back. Monty decides he’s not going to stand for that, and works to discover the true purpose of his new toy whilst looking to get revenge on the faction that seeks to take it from him, a la The Count Of Monte Cristo. Oh, did you see what I did there?

As he does so, he finds that he’s being pursued by a deadly assassin that is more reminiscent of Daud and Corvo from the previous game, a symbol of Dunwall’s grim past that needs to be overcome and left there, in favour of the lighter, more merciful approach that Monty embodies. Along this journey he’ll come to understand that his actions have consequences and that he must learn to think about others… But that doesn’t mean he can’t pinch a couple of rare baubles from blustering nobles now and then. Got to have some fun, right?


SETTING

This one is tricky. Partly because Arkane Studios did such a good job of crafting the city of Dunwall the first time around, that it’s hard to think of specific areas where it can be improved. I know that the main characters in the first game seemed to lack the depth and substance of the world they lived in, but that’s one of those things that you can assume gets fixed for this one, like bringing your car in for a tire change and assuming that the tire will actually be attached to the car when you leave.

The real problem here is one of tone. Corvo’s grim saga of betrayal, revenge and revolution was a good fit for a city where everything seemed to be going wrong on an hourly basis, including an attack of zombie plague and a militant fascistic movement taking people’s liberties like one takes Twiglets from the bowl.

But the initial cheerfulness of The Fox’s life feels like we’re in a far lighter story, especially considering his own attitude. And whilst I suppose the city wouldn’t have to be Dunwall, it does feel cheap to move away from it purely for that reason.

So we’ll stick with the same city, but we’ll approach it in a time of relative prosperity. It’s not perfect – one of the likely themes considered would be the disparity of the poor versus the wealthy – but it’s doing well enough and doesn’t seem to need immediate saving from anything at the time. It’s like Gotham City between issues of Batman, whereas Dunwall previously felt like Gotham City in the third act of a major Batman arc – namely, completely buggered to hell. We navigate bustling cobblestone roads, cane tapping cheerfully as we glide between street urchins and market vendors. Then, when nobody’s looking, we duck into an alleyway, put on the mask of The Fox…


STEALTH AND COMBAT

… And the challenge begins anew! First of all, I should urge that I like the idea of Monty being a legitimate inventor, crafting strange and wonderful devices to help him accomplish his burglaries. To my mind he would make a good descendant of Piero, the brilliant but uncomfortable man in the first game – maybe a grandson? Ah, doesn’t matter too much.

So we have a combination of gadgets, black magic and natural agility working to ensure that the bad guys get bonked, the jewels get jacked and the guards stay unguarded. And the next priority is to clearly categorise these abilities and their purposes.

I’m thinking that black magic and Outsider powers should relate to mobility and interaction with the environment, and be the cornerstone of “I’m stealthing around, and I’m staying that way.” We keep the teleport “blink” power and X-Ray vision because they’re awesome, but we also add powers like levitating objects, sealing certain doors closed, making unconscious bodies invisible and triggering sounds at a distance to distract people.

By the way, hiding bodies is now more important than ever. For Monty is a thief, not a killer, and he does NOT leave a bloody trail behind him. He knows how to use his reinforced cane for self-defence and he knocks people unconscious when he has to, but he doesn’t skewer them like kebabs and doesn’t summon hordes of rats to eat them alive. This might seem discordant after the potentially apocalyptic death count of the first game, but even then you were subtly praised for staying your hand and utilising non-lethal approaches. Besides, this is a new age for Dunwall, and moving past the darkness of what it once was is a key element of the story here. It’s also undeniable that Monty would seem slightly twisted if he kept a sense of humour alongside his blood-stained dagger. Uncharted proved that the lovable hero becomes a lot less lovable when he starts breaking necks like a turkey farmer approaching Thanksgiving.

So you do have to be sure that nobody’s going to find the sleeping guards, because you can’t just turn them into dust when you’ve finished hacking them pieces this time. And It’s going to be harder than ever to keep them hidden, because one very valid criticism of the first game was that the guards were incredibly easy to navigate. They’d walk across a room, pick their nose for a bit, then walk back to where they were and repeat the whole process. No chance of being surprised by somebody taking a long circuitous route, which is usually where the average stealth game is at its most interesting – having to improvise in a heartbeat.

Beyond that, the original game doesn’t need excessive revitalising. The stealth worked then, still works now, and is made more enjoyable by the scope of options given to you. Admittedly, I would like to see more of a use to the environment other than platforming. Maybe killing the lights by finding switches in the basement, or sneaking up behind goons to put sleeping powder in their hip flasks. But Dishonored did that sort of thing fine, so I won’t say that it needs fixing, only emphasising the strong points. And then there’s something that does not need emphasising at all.


COMBAT

Look, I know Dishonored 1 proudly tells you to play it your way, but that leads to a lack of focus and a fundamental problem: if I’m just trying to get to the end of the game without much thought to specific tactics, why wouldn’t I just load up my pistol and grenades (something most enemies drop after being murdered), and hack through everybody who comes into my sight line? Dishonored’s swashbuckling was fun, but ultimately easier to do than sneaking if you were happy to go lethal, especially when certain powers only had capacity for loud, lethal means.

Here that doesn’t fly anymore. I said The Fox was a good fighter, but there’s a reason he doesn’t charge in and turn a burglary into a robbery – the odds of survival rapidly diminish as more enemies get involved. Fighting one dude? Yeah, should be fine as long as he’s not a real expert. Two guys? Bit tricky, but not terrible. Three? Well, now things are getting problematic.

This is where the gadgets and toys come into play – they provide means to escape or to end combat quickly when somebody advances on you with a sword. Tranquilliser darts, smoke bombs, flashbangs, and the steel walking cane for when you need to parry a cutlass strike or smack somebody in the chops. Maybe add some fun toys to that roster, like rope traps that’ll drag an unsuspecting thug into the air, but on the whole your various gadgets are to be used in the event of an emergency.

The reason for this is that combat is going to be a genuine problem, something that you really might not survive, with reinforcements charging in all the time to back up their friend. Anybody would call for back-up after being attacked by a man with a large walking stick and a selection of steampunk James Bond gadgets.


CHOICE

And now we come to the heart of the matter. Dishonored’s original choice system doesn’t really work, for a number of reasons. The deceit of “play it your way” means either taking the easy, evil option or the difficult, more merciful path, and that in itself is a problem. It’s well recognised at this point that most “evil endings” equate to a weak-willed game over screen, feeling ultimately cheap and unrewarding after hours spent striving to accomplish something.

But for this game we’ve shifted the focus more firmly onto stealth, and removed the option to slit the throats of people who treat you with disdain. And whilst I’m happy to keep a reactive gameplay experience, it can no longer be to who you kill and who you spare.

No, the game should be altered by your methodology and approach, something the original did do right to a certain degree. Maybe you find the location of a target or rare item by conversing with the chatterboxes in a crowd, or maybe you break into a guard’s office to see where the hired goons seem to have been assigned to, and peak in through the windows to see what’s inside. The approaches you take will affect future missions, with those who decipher your tactics taking steps to prevent them, and those who are on your side trying to support you accordingly. If you kill the power to a building so that you might blend into the shadows, the next one you go for will have the fuse box under lock and key, because they heard about what you’re up to, you rogue. Of course, if you really work hard and take extra risks, you could conceal your approach after everything, and get to use it with hindrance again next time.

The social stuff also has a good template for how to converse and persuade others – the dialogue minigame in Deus Ex: Human Revolution, one of the best means of approaching persuasion in video game history. It would be easy to reimagine reading people as an Outsider power, and the rather terrifying Heart from the first game would actually have a use in the secrets it told you.


CONCLUSION

Like Zelda, Dishonored is a good game that doesn’t need a complete overhaul, just recognition of what work and what doesn’t. But whereas Zelda’s problem comes from a distinct reluctance to change or innovate for the better, Dishonored is too young a series to be guilty of that. What it needs is urging on for the stuff that it has already worked out how to do right, and the sense of discipline and focus to pick out what works and what doesn’t. Maybe the sequel next month will be good, maybe it won’t. But Arkane Studios, just remember that I’m happy to do some work for the next game, hmm? I’m the only freelancer who’ll take his hourly rate in Cadbury’s, you know.