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Showing posts with label Cyberpunk. Show all posts
Showing posts with label Cyberpunk. Show all posts

Monday, 15 April 2024

Cybertrash STATYX Review (Switch)

 

Although it’s been having somewhat of a renaissance recently, the cyber punk sub-genre is still very much under used when it comes to video games. Therefore, anything which looks remotely like it fits into that category is something we often take an interest in. So, with just a screen shot of the title we were drawn to Cybertrash, an action platformer with light RPG elements.

The game deals with a world where ‘The Corporation’ controls the populace by kidnapping and implanting mod chips into troublemakers. Robots are used to keep people under control and the industrial and natural world have completely separated. You take control of Jenet, one of the people trying to escape from the clutches of the evil overseers.

You start out in a sort of reconditioning facility and are lead on various missions by your handler. These are all basically the same. You make your way through a level, blasting robots and finding the exit. As you destroy, you’ll level up and can then raise some of your base stats such as how high you jump and how accurate your weapons are. There are also crates that can be hacked to offer up new guns and credits that can be spent on ammo.

Unfortunately, each of the levels looks quite samey with the same tiles sets and boxes used. Enemies are also quite similar throughout, and while you get new robots to fight against, there’s no huge distinction in terms of tying certain foes to certain environments. This does mean that the game lacks a bit of personality and begins to look generic after a while. When you compare it to something like Huntdown, where every level is crafted to look at certain way, and you can really feel difference.

To get around the levels you have a basic move set of jumping and sliding. You also perform a high jump after a slide. This is an interesting idea but in practice we found it quite unreliable. There didn’t seem to be any particular logic to how the slide into a high jump worked. While this was fine on longer stretches of the level, there are times when you have to leap from quite small boxes and this often meant we fell down to lower parts of the stage repeatedly which soon became tiresome.

Something else which also quickly becomes dull is the incessant dialogue between levels. The story part of the game moves at a near snails’ pace and will often see you just hitting the button to skip through as quickly as possible. This isn’t helped by any story scene where you need to walk around the facility, as you move incredibly slowly and there’s no run button. This aspect of the game could really have done with streamlining.

The weapons you get are excellent though. There’s a decent variety of guns to try out and each one has a solid and appropriate feel to it. The shotgun in particular really feels like it packs a punch. The boss fights are also great fun. Sometimes they can be a little easy if you have certain weapons set ups, but they were a continual highlight throughout our playthrough.

Overall, Cyber Trash is an interesting but flawed game. Initially, the levels are really good fun and allow you to blast away at robots with some cool weapons. But nothing really changes as you progress in terms of action, look or enemies. The feeling of repetition started to set in way too early and while the game remains fun, when you add this to the frustrations from jumping and some scarce checkpoints it all becomes a bit of a struggle to stick with. Still, there are some nice ideas on display here and it’s certainly not a bad game, just a bit of an uninspired one.

Overall 5/10

Monday, 31 January 2022

Lacuna Review (Switch)

 

The Darkside detective has cut itself out a nice little niche in the market with the whole pixel art point and click adventure thing. But others are now stepping into the spotlight to provide lovers of pixelated investigation more options for sleuthing. One of these games is the cyberpunk styled Lacuna.

It may seem Bladerunner inspired to begin with but really, the cyberpunk look of the game is the only thing it maintains throughout with the future city providing amble creative ways to set up crime scenes to investigate.

Much of the game follows the pattern of the player being called on their phone and then jumping on a train which heads to the scene of the crime. Players are then briefed at the entrance to the scene about what has gone down and what they need to look for. Investigations play out by the detective then moving around the scene and speaking to people. As well as this you must look for clues which can be highlighted in a circle for further detail.

Clues and information are fairly easy to find, the challenging part comes when you have to wrap up the various parts of each case. You are given police sheets which contain questions with multiple answers. The clues you find point you towards the correct answer to each bit. For instance – one sheet asks you what colour the hair of a perpetrator is. Some of the sheets really require players to sift information for the finer details and the game only auto saves so once you have decided you are locked into it for the duration of the game.

Choices do affect the story as well. While the game continues regardless of how well or how badly you do. How successfully the investigation progresses is tied into how much you get correct and who you direct the police to in certain situations. While we completely understand the autosave decision as well it would have been nice to at least get the chance to start investigations again from the beginning of the day, rather than having to play the whole game though and start again.

At least twice we missed out on large parts of chapters by leaving the scene without realising it. A few simple notifications such as ‘you will not be able to return to this scene’ would have really helped, as sometimes you can move around the city and other times you can’t without it ending the scene and there is no real way to tell.

The investigations themselves and characters are strong and will keep you interested for the duration of the game. Dialogue is well written and the ‘turning over cards’ nature of the genre is represented well. Locations are also varied and unique which helps mask the fact you are effectively going through the same process with each new case. There is also an overarching plot which runs through each investigation which adds more layers for players to try and unpick and ponder as they progress.

Overall, Lacuna is an enjoyable dive into the realm of Noir tied to a modern point and click interface. The puzzle solving being reduced to submission of report sheets might be a step too far for point and click enthusiasts, but it does keep the narrative moving along nicely. The autosave feature will also be divisive but the game is good enough that players will likely want a second run through once they have become wise to Lacuna’s idiosyncrasies.

 Overall 7/10

Monday, 2 February 2015

The Rise of Neo-Punk in the Playstation Generation


In every era of gaming, there are always titles with a discernible and definable style. Once a new look or ethos becomes flavour of the month, many companies look for ways to capitalise on this, taking the easy option of appealing to the most common denominator by using elements from something that is popular in the mainstream and filtering them into a new title (look at EA's recent output for evidence of this).

On the other hand, there are companies who seek to push things forward and find something that adds a unique edge to their output and make their products feel more fresh and vibrant, even when it remains very much niche (such as the much underused sub-genre of Cyberpunk). While the Playstation generation of gaming may well be remembered as the time when everything became 'street', there was also something much more encouraging beginning to filter through and press its own unique stamp on the market and that something was Neopunk.

Neopunk derived from Cyberpunk and the two share many similarities: the main difference is Neopunk's focus on a much lighter tone. On the whole, the theme of Cyberpunk occupies run-down worlds with groups executing secret operations to try to bring down powerful and corrupt organisations against a dystopian background. Neopunk has a different stylistic approach: here we find individuals who tend to be either superhuman or incredibly skilled, fighting against a more pure form of evil; this is especially apparent where it has infiltrated gaming.

The Neopunk look is somewhat more stylised than its Cyberpunk predecessor. Neopunk is as much about the look of the hero as it is about any driving ethic behind the fighting of evil. As such, Neopunk characters tend to stand out from the crowd, often looking out of place with their surroundings, and forming a lasting impression in the mind - flamboyance is the ruler of this realm.

At present there are three main companies who are using the Neopunk theme with regularity in their products: Japan-based companies Capcom, Konami and Square-Enix. The most obvious example of Capcom's would be the highly flamboyant Dante; here we have a character with superhuman abilities battling the forces of evil. He himself may not be a clear-cut hero, and the reason he fights evil may not be as simple as wanting to save the world, but that is of little importance. The setting of the Devil May Cry titles juxtaposes images of the medieval and the futuristic (something else which is beginning to form as a defining characteristic of the genre).

When Devil May Cry first appeared on the scene, it was hailed from all corners as something exhilarating and exciting. Many years later and with Capcom's clever development of the character, we see the series with the image of Dante being the closest thing gaming has to a cultural and fashion icon this side of Lara Croft. Other examples of Capcom's new-found foray into the Neopunk world can be found in P.N.03 and the hard-edged killer7. Even Leon from Resident Evil 4 has felt the slight tinge of influence on his dress sense - never let it be said that Capcom underuses an idea that works.

In comparison, Konami and Square-Enix's moves to bring the genre into their titles is relatively low-key. Konami's main focus of attention is Castlevania's (Aria and Dawn of Sorrow) star, Soma Cruz. The story of both titles is set in the near future and has Soma searching his way around large gothic castles in order to stop Dracula from being resurrected. The titles mark a subtle departure in graphical style from the previous Castlevania games: a lighter colour scheme has been introduced and much of the black and grey has been replaced with blues and purples. Soma himself is a striking figure wearing a long white coat and having bright white hair. He looks for all the world as if he should be at the top of a megacorporation in Tokyo fighting off robots, yet here he is fighting vampire bats and zombies with a sword in a castle dungeon - more out of place one could never be.

Square-Enix has been making small steps into the Neopunk genre for some time. The Final Fantasy series was tentatively pushed vaguely in this direction with Final Fantasy VIII, but a less than warm reception from gamers made Square change their strategy. In truth there are only small signs of Neopunk in the title as most of it holds with a sterile utopian approach lacking in the necessary character and setting. Recently, though, Star Ocean: Till The End Of Time has been used to develop Square's understanding of the Japanese phenomenon: again, here we have a character completely out of place with his surroundings, fighting against what seems a 'pure' evil.

A checklist seems to be emerging with regards to setting up Neopunk adventures. We nearly always get the future crashing together with the past and occupying an uneasy juxtaposition where nothing quite fits as it should, yet the protagonists carry on anyway. Maybe it is down to this anarchic charm that gamers are picking up on titles which are beginning to use this style. In most industries, when something bland, soulless and predictable becomes the norm, a movement begins to try and refresh, overthrow or otherwise demonstrate there is more to come. It happens in film and music regularly, and it also happens in gaming as demonstrated though this generation.

Friday, 10 October 2014

A Discussion of Cyber Punk in Video Games


'Any sufficiently advanced form of technology is indistinguishable from magic...' (Arthur C. Clarke)

'Cyberpunk' emerged as a sub-genre of sci-fi, and can be traced back to the early 1980s. Author William Gibson penned a series of novels (including Neuromancer) which narratively placed individuals in a new world of technology; where information became the new currency.

Thematically, the international settings of Japan, Los Angeles, London and Paris were linked through a hidden network of computers. With period films such as Tron, Ridley Scott's Blade Runner, and Videodrome, the cyberpunk ethos was complete.Within such fertile space - be it novels, films or games - we are often presented with things that are not commonplace to us. These sometimes take the form of advanced mechanical devices, or different realms in which to explore and live. Humans themselves can even reach a higher stage of evolution - possibly developing new skills and abilities in the process - and thus be classified as 'cyberpunk'. It is these aspects that appeal to a global audience, but can also isolate them: because cyberpunk generally looks at the isolation of individuals in worlds where they do not seem to blend seamlessly with society.

As with texts which deal in pure fantasy, containing characters that may well be able to cast 'real magic' (or mythological creatures of enormous power such as dragons, vampires and demons etc.), cyberpunk can also be read in terms of theorist Todorov's idea of the "marvellous, uncanny and fantastic". This suggests that the two are more closely linked than would initially seem the case. For instance, when confronted by a flying car or hoverbike in Flashback or bionic implant in Deus Ex, it can be said that these create or instil such feelings of the "fantastic" as a flying carpet would. Because these things do not exist in our 'real' world, we may therefore question the reality on a literal level; indeed we may "marvel" at the depiction of something so obviously outside our frame of reference.

Games dealing with cyberpunk themes may well offer up mythological creatures within their narratives; however they are normally shown to us in terms of some form of technological monstrosity - as opposed to more traditional fantasy-themed or magically-endowed creatures. This can be called, as Todorov puts it, the "scientific marvellous": where the supernatural is explained in a rational manner but according to laws which contemporary science does not acknowledge - thus taking us away from the established repertoire of fantasy games where the 'marvellous' is characterised by the mere presence of supernatural events.Therefore, if such a close link exists between what we perceive as 'classic' fantasy (Zelda et al, swords 'n' sorcery, a distinct lack of guns), sci-fi and cyberpunk, why is it that cyberpunk has all but disappeared from the gaming world (notwithstanding a small surge of interest in the '90s - as evidenced by Flashback and Shadowrun)? Indeed, it appears that the sub-genre never fully realised its potential.

When we look back upon gaming's past we can pinpoint specific moments where cyberpunk was ushered forth as an 'alternative' - and somewhat ironically where the sub-genre met its match. One game, or perhaps more accurately, one series which was sublimated by Final Fantasy VII, hit the western market quite unexpectedly - and was filled with the decay and feel that runs central to the core dynamic of any cyberpunk-themed adventure; fusing 'real' elemental magic with the heavy overtones of industrial-strength monsters, leaking reactors and extracted energy (which also compressed into 'magical materia'). The problem with cyberpunk is that it is always a subdivision of two main genres - ie, fantasy and sci-fi - and when marketing a title it needs to be securely 'pigeon-holed' (or at least the games industry supposes it should be). One could thus imagine a conflict of interest when trying to 'sell' a game on the basis of its neo-magical theme - where commercially it is far easier to frame such games in more recognisable or traditional settings.

With Final Fantasy VII proving a runaway success, Squaresoft could either consolidate the genre or attempt to break from it. They gambled upon the latter, providing an almost 'Utopian' world for the character-driven sequel. By moving away from the dark and gloomy undertones so prevalent in films such as Blade Runner, and opting for a clean and sanitised aesthetic for the futuristic cities and environs (perhaps more reminiscent of Minority Report), Squaresoft effectively killed off - or forever shifted the focus from - the cyberpunk influence in mainstream culture. And then a final, devastating blow: FFVIII was not accepted in the same way as its predecessors - while it has a fanbase, it is notably the most despised Final Fantasy title on the market; criticised for (among other things), straying too far from the 'feel' of the series... What irony then, that this sterile 'real' world should cause a public outcry.From this point on there was only one way to proceed; the masses had spoken and realism was not on the agenda.

Unsurprisingly the next Final Fantasy title reverted to its classic fantasy-themed roots and was once again hailed by the public. It seemed there was no available niche in the gaming market where sci-fi and fantasy could happily coalesce and/or foster longevity, as the audience for both genres wanted different things. Sci-fi fans wanted more realistic-looking environments, bigger weapons, aliens, robots etc. and the fantasy fans wanted swords 'n' sorcery et al. So the inevitable happened, and developers decided to play it safe (perhaps nestling in their preferred pigeon-holes).

The moral of our tale: with any predominantly-themed 'Cyberpunk' game you are never really sure what you are getting; and if there is one thing publishers and developers do not like it's uncertainty from the buying public. Hence the reason the sub-genre has never really established itself - apart from Final Fantasy VII and Deus Ex, there are very few 'successful' cyberpunk titles. Why bother trying to unite two seemingly disparate genres in the hopes of an underground hit, when you can safely 'secure' your title in either of the alternate markets and almost guarantee success with a corresponding chunk of the public? Perhaps someday someone will take another chance with cyberpunk... let's hope so, because the brief history of the sub-genre has historically been responsible for some of gaming's - and contemporary culture's - best moments.

References: Butler, Andrew M, (2000) Cyberpunk (Harpenden: Pocket Essentials), Springer, Claudia (1999) Psycho-Cybernetics in the Films of the 1990s, Alien Zone II (London and New York: Verso), Landsberg, Alison (1995) Prosthetic Memory: Total Recall and Blade Runner (Body and Society Volume 1), Todorov, T. (1975) The Fantastic: A Structural Approach to a Literary Genre