Astro Bot (PS5) is Phenomenal

Astro Bot (PS5) Is Phenomenal

Astro Bot is as close to a perfect game as you could possibly get. It looks beautiful, it performs and controls perfectly, there is not one bad or skippable level in this game. It is pure joy from start to finish.

It’s a fairly short game. I was able to sit down and get up to the final world in my first day-long sitting and was fairly sad how it was already close to being over, given 100% completion seems fairly easy too. I beat it the next day fairly early in the afternoon. The launch and announcement trailers seem to have a section from almost every level and boss fight rather than just a slice of the available levels.

There’s the forever discussion on the US internet about if a game is worth $60, AAA games might be jumping to $70, etc. This discussion is tiring because in NZ, AAA games have been $120NZD or more for a long while, equivalent to $74-75USD. Silent Hill 2 will launch here for $140NZD. Our games are already more expensive and getting more expensive, so I’m not going to debate the US $60 number, but I will say it’s an awful lot of labour squeezed into that $120NZD.

My best comparison point is that some games are worth $120 if you put them next to experiences like high tea, a scenic train ticket, attending a concert, and Astro Bot is well worth the price on quality and experience as opposed to length. If you really like to milk value out of your game then you could always pick up speedrunning it?

Tactile

Astro Bot feels absolutely incredible to play. Astro’s Playroom had unbelievable controller feedback and Astro Bot is the same. Every power-up is activated with the triggers, and the resistance makes it feel incredible. It’s like fidget toy satisfying. When you pause the game in a level, you can play with the bots you’ve rescued in that level. I muted my TV at some point and noticed when you move the controller around while the game is paused, you can indeed feel the bots sliding around in the controller with how fine the vibrations are.

The thing is it genuinely doesn’t feel like a gimmick. There was and is substantial frustration that Astro Bot isn’t for PSVR2 (and that Astro Bot: Rescue Mission hasn’t been ported to PSVR2), and while Astro Bot can’t match the immersion in Rescue Mission simply by not being in VR, the controller feedback is so good it genuinely feels like adding a whole new dimension to the game. The power-up where Astro turns into a sponge to absorb and expel water, squeezing the triggers does genuinely feel like the pressure of squeezing a sponge. The click when using the time-stop ability is incredible. The clicking with the punching gloves and the way you really have to push the triggers to activate the thruster power ups. Reassembling every ship part.

Sound Design

Astro Bot has such crunchy sound design. Every sound effect is pleasing and it takes great advantage of the speaker on the controller. I assume there’s no stock sound effects, which would be fine to use obviously, but the sound of every power-up and footstep is extremely pleasing to the ear. When you scrub graffiti off the mothership’s covers the controller vibrates and the sound effects are ASMR levels of pleasing. The fact that half of the sound effects come from the controller add so much.

The director mentioned in an interview if people make enough noise for a PC port that they might consider it, I would hope it gets a PC port so more people can play it, but then I also genuinely feel like they’d be losing so much of the experience unless played with a Dualsense controller. It is that good. The segments that use gyroscope like the ship reassembly or scrubbing graffiti you can easily port to mouse and keyboard but you can’t port the trigger resistance or a speaker on the controller or even the precise vibration. Unless I’m wrong and third party controllers have gotten real good over the past while, but goddamn, only on PS5.

So… The Brand

Astro’s Playroom originally actually rubbed me the wrong way watching my brother play it on his PS5 (back when it didn’t have a game, so no incentive for me to use it or get one until this year) mostly because as fun as it looked, it seemed like a PlayStation brand-image exercise. I’ve never owned an Xbox or a Nintendo home console until the Switch, and I distinctly remember playing Animal Crossing: New Leaf and feeling weirdly alienated by the way the game made the rarest items references to other Nintendo games, which I had not played and don’t really care for.

Playing Astro’s Playroom, I got it a bit better, but still wondered how it would work for someone less familiar with Sony’s brand image. And that’s what it is, really, it’s continuing to solidify Sony as a corporation with interesting history and characters tied to it, but corporations are not your friends. Sony has been doing layoffs, too, specifically closing their London studio who were responsible for the EyeToy’s core titles and more recently, PSVR titles. All of the other games represented in Playroom were not necessarily made by Sony but published by them.

Countdown (now Woolworths) is doing a marketing campaign where for every $30 or so of groceries they’ll give you a pack of their Disney World of Wonder cards. The package tells you they contain Disney, Pixar, Star Wars, and Marvel cards, and you open them, and yep. I got a Winnie the Pooh, Darth Vader, and Spiderman, these are definitely characters who fit together in a coherent brand identity and not Disney flexing how much of mainstream entertainment they own.

When the Astro Bot trailer came out and immediately heavily focused on the character cameos, now looking even closer to their original designs rather than Playroom’s “these bots are actors and they are acting out the video game”, I was a little concerned. Not enough to not be extremely excited for the game, mind you.

Finally getting the game, I actually quite like the way the character cameos are done. For a start, the characters are not actually named in-game but rather named after their traits. Jak is named “Eco Warrior”, Chris Redfield is named “Alpha Male” (Jill Valentine is named “Alpha Female”, it’s allowed), and Aegis Persona named “Protective Android”.

For the more obscure cameos, I’m able to get a gist of the character from their description and not feel like I’m being marketed to, because I don’t know what the characters are from, nor their names. They are effectively a second tier of rescuable bot in that they have a special design and perform actions/animations in the crash site hub level.

After each boss in a world, there’s a level themed around a specific PlayStation game series. This was also initially concerning, to me, when the marketing was heavily highlighting Kratos from the newer God of War games. My worry was that the themed levels would be all recent cinematic-style games as a specific marketing push, but I came away pleasantly surprised, because it genuinely seems Team Asobi was able to pick the games they wanted to make a mechanic out of.

The first one of these levels is Ape Escape themed where you get a net power-up to chase the rescueable bots dressed as monkeys around the level and capture them, and a later level is themed around notable current game Loco Roco. The Kratos power-up is his axe, which you can indeed throw and retrieve like you can in God of War 2018 and Ragnarok. They’re lovely additions to Astro’s moveset. Astro TF-ing to gain a beard and a fur cloak is also deeply funny to me.

In the end sequence and hub world, you clear “x amount of bots rescued required” by approaching certain points and the bots you’ve rescued will help Astro push things, help him cross gaps or safely drop down giant falls by forming a chain, etc. The cameo bots add to this by being distinct designs who you will be able to recognise in the chain and in cutscenes rather than a dozen duplicates of the same robot. You can follow your favourite character in cutscenes and be glad you rescued them.

In General!

The game’s power-ups unfortunately don’t get much time to shine, but this was apparently a deliberate decision to avoid scope creep. The impression I got while playing and having power up after power up introduced and quickly abandoned was that the devs didn’t want anything to have the slightest chance of getting stale, so they pretty quickly stash new power-ups before they’ve so much as finished cooling from the oven.

It does work to keep the game feeling consistently fresh, and it’s not a bad design philosophy at all. Astro Bot was made in 3 years by a team of 60 people, and at this current moment where AAA games take an entire console generation to make, cost hundreds of millions of dollars, kill half of the developers involved, come out to mostly positive reviews, then fail to turn a profit… we need more games like Astro Bot. Shorter development cycle, smaller teams, tightly controlled scope. Modern games do not need to be a developer meat grinder to be good.

Rescue Mission on PSVR has a weird problem. It’s an incredible game, one of the tightest 3D platformers possibly ever, but it is notably low rent in how few assets it seems to have. Rescue Mission also only seems to have like… five songs? Rescue Mission isn’t long at all either, but some of those songs can get extraordinarily repetitive, and it makes the game feel cheap. Astro Bot PS5 for some reason, straight reuses some of Rescue Mission’s tracks, and a few of Playroom’s too, when I was honestly hoping for more variety. They straight re-use the SSD song but with different vocals instead of ‘S-S-D’.

Astro has more personality this game than either Rescue Mission or Playroom. Rescue Mission he’s very cute, waving to you whenever you look at him. Playroom he kind of just… pulls out a PlayStation handheld when you leave him idle, but Astro has dozens of new idles and animations. My favourite is probably Astro looking around him and calling to see if any bots are nearby. When you approach a bot who needs rescuing and isn’t in distress, Astro will try to catch their attention by waving at them. He has new voice acting like little noises when jumping or dying, but they’re never annoying or grating. At the end of each level if you shoot the Dualspeeder into the prize box successfully he goes “bye-bye!”. In the graveyard level Astro is more aggressively spooked than he is in Rescue Mission. Given the game leans in hard on branding and other PlayStation IP cameos, I’m very pleased there was effort to give Astro a stronger personality so he feels like his own character rather than just a vessel for gameplay or branding.

Overall

Astro Bot is incredible and you should buy it right now. Same week as Astro Bot, Sony released their Overwatch competitor Concord which crashed and burned within the week because as it turns out people don’t really want a new Overwatch or another multiplayer game-as-a-service. It was born on the day I went to switch my GP and died before my new GP could get back to me to confirm they’d received my medical records.

I don’t believe in voting with your dollar, the reason games-as-a-service are so popular for companies is that you can get your hooks into gambling addicts and whales to squeeze out a constant stream of cash. Even if your game doesn’t become the new Fortnite you can still have turned a profit based on your target audience being, again, people who have addictive personalities and are more prone to gambling addictions. Games-as-a-service get disproportionate dollar votes because they are designed often maliciously to obtain those dollars. All of that said, Astro Bot succeeding can remind Sony’s execs that AA single-player games are worthwhile to fund. And that Team Asobi are incredible and they should give them lots of money to continue doing exactly what they are doing right now.

Astro Bot as close to perfect as a game can be, 10/10 buy it now

Detroit: Become Human is Pain

Detroit: Become Human is a speculative fiction adventure video game released in 2018 by Quantic Dream, in a world where androids have entered society, replacing low-wage labour and performing home labour. You play as three characters, Connor, an android designed to track down androids who have gone ‘deviant’, Kara, a house android having escaped her abusive owner to safeguard his human daughter, and Markus, an android revolutionary sparking a movement to free androids from slavery.

Detroit: Become Human is a speculative fiction adventure video game released in 2018 by Quantic Dream, in a world where androids have entered society, replacing low-wage labour and performing home labour. You play as three characters, Connor, an android designed to track down androids who have gone ‘deviant’, Kara, a house android having escaped her abusive owner to safeguard his human daughter, and Markus, an android revolutionary sparking a movement to free androids from slavery.

Major, major spoilers ahead! However, I went into the game having watched a few cut-down playthroughs and so I was aware of several major spoilers and possible endings, and I would actually recommend you partially spoil yourself for some of the gameso you have an idea of your goal and to cushion some of the blow of the stupider twists.

I played the game on a base slim PS4 with a Dualshock 4.

Some Things I Like

Straight up, I don’t think this is a good game but credit where credit is due.

I appreciate that the game shows you a flowchart of things that have happened and things that haven’t happened to make it easier to comb the game. I think it might exist partially to try and wow the player with how many options you have but still, helpful feature.

The game released in 2018 being set in 2038, so five years have passed since the game released and we’re fifteen years away from the date it’s set in. Besides the sapient/sentient robot people it’s a fairly reserved future and technology doesn’t look too unbelievable or fantastical to the point that it breaks immersion. I appreciate the decision to broadly have people living in regular houses still, like, it would be cool if everyone lived in super cool future houses but realistically poor and middle class people will be living in the same houses as they do today, especially when people appear to be dropping 10kUSD on ‘droids.

I appreciate the excruciating detail in each set piece. It adds so much and makes the game world feel more alive than games with more realistic graphics that have come out since. The game’s graphics also don’t verge into “this is prettier than real life” and are very visually pleasing. The game broadly ran at a solid frame rate with exception for a few sections, but none of the segments with frame rate drops impacted gameplay. I suspect those may not be present if you’re playing on a PS4 Pro or a PS5.

I can’t say David Cage doesn’t have a director’s voice with how the game is shot. I feel like a lot of ‘cinematic video game’ discussions are less about using cinematic language in video games and more using the word ‘cinematic’ to mean ‘important, legitimate’ because for some reason people feel weird about their hobby of playing video games and need to pretend it is a ‘real art form’ even though it already is. The game’s shots aren’t boring and it gets points for that.

There is something compelling about the setting that forces my brain to crunch on it, even if you have to chew around the bits like “why don’t we hear about right to repair laws” or “why do people buy androids specifically to abuse them”. I can’t say what exactly it is but there’s an interesting neon-lite Cyberpunk setting here you could play with if you spent some time untangling its Cage-isms.

Connor & Hank

Connor and Hank are The Reason to play this game.

Connor is a purse dog bloodhound of a ‘droid and Hank is a solid ‘grizzled cop this close to turning in his badge’ character. They’re the only two characters with actual meat on their bones.

My hope some day is that there is, a crossover, somebody who’s actually trained dramatically and trained theatrically and maybe with story writing and story telling and staging and performance will actually be in charge of one of these games, right, and it won’t just be all driven from the tech side, even just the marketing side. It’s like … One of the things I was having a little trouble with David Cage he was saying ‘Okay, this is how we do this’ and I’m like ‘no no, David, that’s how you think we do this, but if you want these performances this is what you’ve gotta do … you’ve gotta give us some breathing room here’, and he says ‘well, we don’t have the time to do that’ and I say ‘but we’ve got to take the time to do that David if you want this to be special, if you just want it to be button pushing then, don’t hire me next time,” – Clancy Brown on The Voices in My Head podcast

“’I like dogs’. I told David Cage on set that was my favourite line in this whole three thousand five thousand, twenty thousand page script. And he was really not happy about it.” – Bryan Dechart talking about the game’s production

Bryan Dechart and Clancy Brown were fighting for their lives to make these characters workable doing improv against Cage’s will, and some of that improv making it into the game, such as Connor winking when telling Hank he is built to adapt to human unpredictability. People shipping their characters is The Reason the game has a fandom.

Connor is still the best playable character in the game and the most developed. If you send him down the path of deviancy and build a positive relationship with Hank, he’ll join Markus’s revolution or lead it himself if Markus is dead. This is the ideal pathway in my mind, otherwise Connor will remain coldly pursuing deviants, and then deactivated and replaced whether he fails or succeeds.

We actually know what Hank and Connor think about things. One of the fun scenes is Connor just waiting for Hank to show up to the police station and scanning his desk so both he and the player can learn more about him. From there Connor sits opposite Hank’s desk and makes the weirdest friendly work conversation with him like talking about how he likes dogs and that he likes metal because it is ‘full of energy’, even though he doesn’t really listen to music, all the meanwhile Hank looks slightly bewildered.

One of the better scenes in the game is just when Hank and Connor get to have a moment overlooking a bridge while Hank sits weird on a bench, talking about the photo of Hank’s son he had on the table and his suicidal tendencies. The scene takes a turn when Hank becomes drunk in a single sentence and then holds Connor at gunpoint for no reason, to which Connor can move forward into the gun to press it to his forehead to taunt him, because he’s certain Hank won’t actually shoot him. Regardless – we know very little about what Kara and Markus actually think or like, but we get build-up and pay-off for both Hank and Connor’s character in a few spots. Connor can mention Hank having a dog at the police station and learn his dog’s name is Sumo, then later meets him and is able to pet him. Connor learning about Hank’s son comes in clutch in the climax when he needs to prove that he’s the Connor next to another android of his model.

For all my praise there are still weird issues like finding Hank playing Russian roulette alone in his home, then two scenes later Hank will talk about how he drinks to kill himself a little bit every day, because he is “too afraid to pull the trigger”, even though we literally saw him with a gun on the floor next to his scotch and hearing him shout he wanted to see how long he’d last.

Kara and Markus become deviants the moment they want to disobey an order, but Connor saunters vaguely downwards towards deviancy while being able to repeatedly break orders from Hank and other superiors which aren’t counted as ‘going deviant’. By the time you’re in the police station being taken off the case Connor behaves fully human, referring to himself as a ‘plastic cop’ jokingly, and experiencing fear of death, but he doesn’t go deviant until Markus can talk to him even though he’s already been a deviant. What pushes Connor over the edge is choosing not to shoot Markus, but we’ve already seen him choose to not shoot other deviants when given the chance and his case isn’t to end the revolution, it’s to hunt deviants to prevent the revolution.

Markus & Jericho

Markus’s story is a very very long uninformed discussion about whether or not violence is morally justifiable when fighting for equal rights, legal recognition, and when the government is genociding you.

He is also the sole black playable character, introduced in a chapter titled Shades of Colour walking through a public square to pick up some paints for his owner, being accosted by anti-android protesters and a street preacher on the way. Taking the bus home, he has to stand at the back of the bus in a compartment for androids.

In his next scene, he’s caring for his elderly white master in a lavish house. The implication, intended or otherwise, is that his owner Carl is a slave owner. Despite this, his relationship with Carl is portrayed positively, the game going as far as Markus seeing Carl as a father, and Carl being on worse terms with his son than his android. Obviously there are complications here, in the United States enslaved people who worked in houses were often treated better than enslaved people forced to perform field work, but they were still legally property rather than being correctly recognised as people. Portraying this relationship unambiguously positively muddles the game’s metaphor and becomes very uncomfortable to watch.

Also, for some reason one of the in-game articles reporting Carl’s death that Connor can find says he utilised ‘neo-symbolism’ like the presence of symbolism is an art movement like Impressionism or Surrealism? I don’t know who wrote the articles or if Cage came up with the headlines but whoever wrote them doesn’t know what they’re talking about.

When Markus arrives in Jericho, we are introduced to Josh and North. Josh will repeatedly assert to Markus that the only way to win freedom and equal rights for androids is through dialogue with humans and peaceful protest. North believes trying to talk with humans is completely and utterly useless and that they are fully justified to kill whoever stands in their way of freedom. The game continues to enforce this false dichotomy throughout.

When you have Markus and North break into a CyberLife store, you get ten minutes afterwards to transform the plaza outside in protest with a bar telling you what percentage of your protest is violent, and which percentage is pacifist. The game will count tagging benches and statues as pacifist, but will count breaking windows to free trapped androids as violent. I don’t know where the game draws the line of ‘pacifist’ or ‘violent’, because there are no humans present who you can be violent towards – all of the ‘violence’ is causing property damage, but the ‘pacifist’ actions are also property damage. I don’t believe it’s making a distinction between private property and public property either, because there are options to smoke bomb a mailbox which I believe the game would give ‘violent’ points for.

As the endgame is ramping up, the game reveals in a newsreader cutscene that the US has declared a nationwide curfew and is building extermination camps across the country for all androids to be delivered to where they will be interred and destroyed, with Markus’s gang estimating that the few hundred androids gathered in their hiding place may be the only ones left alive in the country. At this point Josh will still plead with you to continue peaceful demonstrations even though at that point I think if you aren’t taking up guns to start breaking people out of those camps I think you’re doing the wrong thing. Pacifism is good and violence should only be a very, very last resort option, and the second extermination camps come into play you’ve crossed the last resort bar around five hours ago. Sure moral victories are good and cool but it isn’t a moral victory to meekly ask the government to stop exterminating you when the people you’ve sworn to fight for are as you speak being industrially genocided.

All of my complaints aside, I think the scene of Markus causing deviation in androids on-masse so they all march with him and chant for their rights is a very fun scene to watch, albeit it becomes a bit silly when Markus starts being able to remotely cause deviancy in other androids given Connor in a future scene who is basically already a deviant by that point will point a gun at him and Markus has to talk him into deviancy.

Wow, Misogyny

This game is fairly misogynistic in a way I don’t think you see from other games in the late 2010s (I feel like there’s at least been a discussion of “we should probably portray violence against sex workers less”) and I again don’t really want to just point fingers and go “game politically problematic, therefore bad” because there’s media with politics I disagree with and still enjoy. In this case the problem with the misogyny is less that it’s in the game and more that the game expects you to be operating on it?

In the sex club scene, the android sex workers are never questioned despite being witnesses to a crime and having a clear description of the suspect who would be their coworker, instead Connor has to probe their memories. For this scene you’re on a time limit as the club resets all android memories every two hours, and despite this being tampering with every single witness present, the game doesn’t seem to recognise them as valid witnesses, and in fact, you have to go around to random capsules to rent the androids where Connor will probe their memory to see if he can spot the blue-haired android instead of just asking them if they saw her, and which direction she went.

Additionally, the first time Hank and Connor engage in hand-to-hand combat rather than just chasing a deviant down is with two of the sex worker androids dressed in the club’s lingerie and stilettos. Allowing them to escape will reveal that they are in love, which sure is interesting given Cage has been quoted as saying in his workplace “we don’t make games for [f-slur against gay men]s” but for some reason is okay with conventionally attractive femme cis lesbians who we only ever see dressed in lingerie.

A scene shortly before the endgame while playing Connor, Connor will meet with the founder of CyberLife in his future mansion and indoor red swimming pool with three identical blonde lady androids, who keep him company in his asshole swimming pool and answer the door for him. Kamski praises androids as being better than humans, believes them to be living beings, but then forces one of his lady androids to kneel wordlessly and expressionlessly to see if Connor will shoot her at his request.

The named female characters are Chloe on the title screen, North, Amanda, Kara, and Alice. None of the named female characters are human, being androids or AI. Hank’s ex-wife is never named nor does she seem to play much relevance in the story even when Hank talks about the loss of his son, but Hank has a sticker on his desk suggesting he doesn’t like talking to her. Todd’s ex-wife and Alice’s mother is never named and the only details we get on her is that she left Todd due to his abuse and drinking for an accountant.

Kara & Alice

Kara is introduced doing housework for her abusive owner Todd, having to clean up garbage, cook meals, and care for his daughter Alice. Straight up, there is a plot twist in the endgame that Alice is an android. This ruins anything the plot could have so it’s good to know going in or you’ll detonate with confusion and rage when the game unveils it.

Kara’s main objective and desire is to be a motherly figure for Alice and to raise her as her own, raising questions that could be fun and interesting if the game didn’t decide to make Alice a robot child, meaning Alice will never age or mature past being six years old and making Kara’s experience of motherhood inevitably and forever incomplete, as a core facet of parenthood is helping your child as they grow.

In almost every single scene Kara is in she’s being victimised by someone or another. When arriving at a place she’s been told is a safe haven, the mansion’s owner Zlatko resets her and her new objective in the HUD becomes “Serve Zlatko”. When hiding in an abandoned house she has to step on eggshells around a possibly violent deviant android squatting there. The game will treat Kara as dead if Alice dies, except in the endgame, meaning Kara can be reset in Zlatko’s mansion and if you aren’t able to reverse it, the game will admonish you on the title screen for “letting Kara and Alice die”, even though Kara isn’t dead. Alice might be, but Kara isn’t! They are separate people.

If we pretend for a moment that Alice is not a robot child and instead, actually Todd and his ex-wife’s child, it seems to me perfectly reasonable that Kara could make it her mission to get to Alice’s mother’s place where Alice can be safe. Kara taking care of Alice happens because Todd is too lazy and she shouldn’t be obligated to be attached to this child that isn’t hers forever. If you desperately wanted Alice and Kara to have to stick together, it seems reasonable to me that their dynamic could be sisterly rather than mother and daughter. Kara’s memory wipe leaves her with very little knowledge of the world and also makes it more apparent that she too is also a victim of Todd’s abuse, making Kara a teenage/young adult escaping her abusive home with her younger sister.

But their relationship has to be specifically mother and daughter, and Kara has to find meaning and fulfilment in motherhood. If Connor is an android copbot who when becoming deviant joins the revolution to liberate androids from slavery, and Markus was a slave carer bot who when becoming deviant leads the revolution to liberate androids from slavery, Kara is a nanny bot who goes deviant and finds fulfilment in motherhood.

Man, That’s A Bad Metaphor

Yeah there’s a lot of discussion about how racial metaphors in fiction often fail because the race being victimized has done something ‘wrong’ in the past to justify/explain where the racism came from and this one feels exceptionally garbled.

I don’t really want to hash out every single reason as to why this metaphor is bad when you can just play the game and watch it become increasingly awkward, but tl;dr the androids are only sapient and sapient if they encounter a bug in their programming rather than being straight-up people, and always having been people, making it awkward to try and make it a 1:1 metaphor for slavery and segregation of African-American people.

The thing is there are a lot of things you could play with here in terms of “speculative future where androids are people”. The androids of Jericho struggle to get medical supplies like Thirium (android blue blood) and replacement parts as they can only use CyberLife parts, which makes me wonder if there’s something stopping people from creating unbranded replacement parts for cheap and selling them on Aliexpress for $2.99.

Are there android right to repair laws? Blue blood is serialised which suggests to me it could be like an Apple situation where individual parts have DRM built in and are serialized so you can’t swap parts in and out without the device refusing to take it. What happens with the androids when they become obsolete? Can they even become obsolete or is capitalism just convincing people that their androids are obsolete? There’s a lot you can play with here that isn’t a hamfisted poor taste racial metaphor that still functions as speculative fiction!

Gameplay

Walking around in this game feels like you’re trudging through mud in a cramped environment, even if the environment is wide open. Even in scenes where your character is running your character will get close to a piece of collision and come to a dead stop, then take a second to start running again after you’ve pushed the stick.

In scenes where your character is walking at a regular speed the overzealous collision is less of a problem but then you might have trouble finding an objective and wander around an environment for minutes on end at the speed of a glacier and it becomes quickly headache inducing because there isn’t a run button.

Every scene will have QTEs for your character to perform actions and so you aren’t just doing nothing while holding your controller. I can’t say if I like or dislike it because on one hand, I would be bored with the game’s very long and very frequent cutscenes where you don’t do anything, but the fact it makes you actually do things with the controller forces you to pay attention instead of looking at your phone. On the other hand, it can interrupts the pacing of the scene by making you constantly pause to do something with the controller.

That said, a lot of the QTEs in the action scenes are very very fun, weirdly. There aren’t that many of them until basically the end of the game though where you have to hope you didn’t miss something or mess up somewhere and have the game put in a bad ending state.

Hell Mechanics

This game wants you to play it several times and it will make sure you do it by slipping in lots and lots of trial and error segments with very little puzzle logic or no puzzle logic, several of which you can lose characters if you fail, then making you do it on a timer.

My closest comparison are 90s point and clicks where the game will lock you in an unwinnable state for random things you could never guess. I won’t spoil it but there is one optional silly cutscene you can easily miss from early in the game that will determine whether one character lives or dies in the endgame regardless of your other actions. It’s just a “ha ha, replay the game!” mechanic. These continue right up until the endgame where it will start throwing things at you at the last minute of the fucking game to give you a bad end.

Fortunately, the game does allow you to rewind to chapters from the main menu so if you fail one of the trial and error puzzles you can go back, but it isn’t exactly a quick save scum – you’re going to have to play the same twenty minute level again. On the Public Enemy chapter I replayed the chapter like five times to try and get the ‘best’ outcome because I didn’t want to reach the endgame and die because I missed something and then have to either start again or go back to the tower.

Should You Play This Game?

Probably not!

If I were to recommend the game to anyone it would be to someone who’s familiar with Cage-isms and can tolerate them, or could get really into a M/M ship from trash media, or if they’ve seen clips of Connor and think they could tolerate 2/3rds of the game being painful to enjoy a cute boy with bite who isn’t an anime character.

The game is $69.95NZD on the PlayStation Store so I’d recommend looking for a physical pre-owned copy if you’re desperate to play.

The Sims 4: Semyonov Dictatorship Save File – Coming Soon

This save file was made with the goal to add difficulty to the Sims 4, add fanmade lore and general touch-ups to the existing pre-mades, and add a North Korean dystopian flavour.

Welcome to the Sims 4, but under a dictatorship! Not so long ago now, the meteoric Dr. Theodore Semyonov rose to power through a brutal political and military takeover. All Sims now must abandon their previous lives of decadence to instead focus on simple noble labour, living in identical houses and wearing identical clothing.

Save Setup

  • Import provided CC (Required, portraits will not display otherwise)
  • Select a pre-made family to play with first
  • Play with temperature effects on Sims OFF
  • Play with an existing house
  • Disable MCCC story progression, disable Neighbourhood Stories
  • Play with Aging Off for both Played and Unplayed Sims
  • Play with the mod SimSpawnOverhaul and ensure only Sims from the local neighbourhood can be in lots (Optional, may be immersion breaking without it)

What Packs Will I Need?

I made this save file not really considering trying to limit things to base game, sorry. At the very least you will need Get Famous as Get Famous’s fame system is how this save separates party members from non-party members and enforcing party member-only venues. I have fully removed San Sequoia and Copperdale (except the high school), Magnolia Promenade, Tartosa, Moonview Mill, etc, mostly because I wasn’t bothered rehashing the same “oh it’s a dictatorship here” given there are less premades there compared to earlier packs.

Rules

Obviously I cannot enforce these rules, but if you don’t follow them it may defeat some point of the save

  • Your Sims may not have TVs, computers, tablets, robot vacuums, arcade machines, drafting tablets, digital cameras, ssmotion gaming rigs, a video production station, robots/servos [except robot arms], Lin-Z speakers, etc
  • Your Sims may not wear makeup unless you are playing an influential Sim/party member
  • You may not build new houses, lots, etc, unless you are creating a secret hangout for storytelling purposes or the like.
  • You may not evict nor move Re-Education Camp Sims as a group, however, you may remove individual Sims, and move individual Sims in.
  • Your Sims should only become famous through random work events OR by joining the Politician career. This is because the fame system is used to separate party members from non-party members and allow party members access into party member only venues.
  • Spellcasters will probably break the save’s balance. The Sims 4 is already a very, very, very easy game imo and Spellcasters
  • Try to avoid moving Sims to different neighbourhoods.

Rules for Basemental Drugs

  • Marijuana must be illegal in every neighbourhood
  • Police Difficulty must be on High

Allowed Careers

Your Sim cannot join any other career besides these listed below. Your Sim may go to university but keep in mind not all of the degrees may correspond to a career your Sim can join.

  • Detective
  • Doctor
  • Scientist
  • Civil Designer
  • Criminal
  • Culinary
  • Education
  • Military
  • Painter
  • Politician (if you wish for a Sim to become a party member!)
  • Secret Agent
  • Writer
  • Fisherman
  • Manual Labourer

WILLOW CREEK

Dr. Semyonov decided to make his home in this sleepy little suburb, demolishing each house and demanding barren compact houses built to replace them.

Recommended families to play for this world:

OASIS SPRINGS

Recommended families to play for this world:

NEWCREST

Recommended families to play for this world:

WINDENBURG

Recommended families to play for this world:

SAN MYUSHINO

Recommended families to play for this world: