5 reviews liked by phatphootphungus


J. Jonah Jameson was right.

(Heavy spoilers follow)

What would be nothing more and nothing less than a derivative bare minimum ubigame is brought low by its gross mishandling of its story and many of its characters.

To begin with, this is a reality in which Peter Parker has been Spiderman for well over ten years (putting him around the 27 years of age mark) but somehow he still has the trappings of a teenager and his only enemies have been Kingpin, Shocker, Electro, Rhino, Scorpion, Lizard and Vulture. No Doc Ock (though he is introduced in this game), no Venom and, most egregiously, no Goblin: his defining nemesis, key in his formation as a superhero, and he's not in the story for a whole decade of spider business. Yes, this game does provide the soil for the green villain's genesis but it's simply absurd to not make him instrumental in Peter's growth.

No Goblin then, and no Gwen Stacy either, whose existence (and more importantly: her death) is conspicuously absent from the backstory, which begs the question of exactly what drama has Peter lived through to mold his character as a self-sacrificing hero. At least Uncle ben is still dead, though off-screen, long ago and never really explored or even mentioned beyond a few weightless musings here and there. The game reads like yet another origin story, but it premises itself as anything but, with lots and lots of baggage and history between characters already, resulting in a very jarring narration.

Aunt May's character has been nothing short of vandalized: she has now been rewritten as some kind of no-nonsense charity CEO, which sorely detracts from the kind, fragile motherly figure Peter feels responsible towards; this May doesn't need anyone's help, and this once again knocks items off Spiderman's superproblems list. Furthermore, not only does Peter almost never refer to her as "aunt", bafflingly preferring to call her "May" (which surely must have confused newcomers as to who exactly she is to him) but the fact the ending reveals that she was all along aware of the fact that Peter was Spiderman, and that she admired him for it, is simply absurd: the original Aunt May's distaste for his secret identity was an essential point in deepening Peter's cognitive dissonance regarding his double life, the removal of which damages his characters almost irreparably. There is no conflict in Peter's life, no hardship coming from his secret identity beyond maybe trying to reconcile with his ex girlfriend Mary Jane. There is some compelling drama with Doc Ock near the end of the game, but it doesn't account for the missing decade of, well... nothing.

Much like with Aunt May, the writers' fretful insecurity about not knowing what to do with the character of Mary Jane shines through, how they had no idea on how to present her as a pivotal, meaningful, emancipated character. Their solution was to rewrite her from a successul fashion model (which evidently just won't fly as a Disney age aspirational profession) into a crack investigative journalist always on the edge of a felony arrest ("Hey girls, fuck the rules, live dangerously!" -Walt Disney 2018). This of course wasn't enough to exorcise any possible spectre of controversy about female empowerment, so they have her directly partake in the violence, making her sneak around criminal lairs and high security compounds like Sam Fisher, silently zapping trained paramilitary commandos in the back with a taser gun in one of her many, many interludes serving to break up the monotony of Spiderman's gameplay. In short, they turned Mary jane into Lois Lane from the movie Man of Steel: she even looks exactly like a young Amy Adams, down to the vestiary and hairdo she wore in the film.

While web slinging around the city you will hear a number of broadcasts by J. Jonah Jameson (here a radio pundit) in which he comments on recent events and expresses his contempt for Spiderman. Whereas in any other piece of Spiderman fiction it always was impossible to relate to JJJ, patently wrong as he has always been written, blaming Spidey for things that were not his fault, here it's difficult to listen to his monologues (which the game lets you toggle off, assuming you'd find them irritating) and not find yourself nodding here and there when he points out the damage that Spiderman does to the city on a regular basis either via clumsiness or cavalier overconfidence.

The ludonarrative dissonance this commentary spotlights is pretty glaring: in one particular mission, Spiderman is trying to catch the leader of a terrorist cell as they rob one of Kingpin's weapon stashes inside of a Manhattan highrise. Once he is spotted, the baddies attempt to flee by helicopter, at which point Spiderman webs the chopper (in itself a dangerous action since there is a busy street underneath) and this quickly escalates to a rocket knocking down a giant construction crane, which demolishes several nearby buildings before being webbed into inertness. A piece of it gets stuck on the web attached to the helicopter, which causes a wrecking ball effect, causing further destruction (and likely victims) around the city. Result: more damage than 9/11, when sticking a spider tracker on the fuselage of the helicopter would have sufficed, but since the game needs an Uncharted-style set piece, here we are, and JJJ is proven correct, since this happens every other mission.

Thing is, such setpieces are necessary, since the core of the gameplay is as bland and monotonous as they come: no effort was made to come up with anything original to freshen up a formula that had been tired and overdone for a decade by the time of the game's release. Move around Manhattan in a manner lifted straight from 2009's Prototype (incidentally also set in Manhattan) repeating ad nauseam a loop of activating towers with a minigame pilfered from Batman Arkham City to reveal the map, running into crime incidents to resolve (a couple different types at most) and bagging a myriad of different collectables clearly marked on the map and none of which is any fun to get. Do they at least reward you with anything good? Not really. You use them to upgrade gear you don't really need and unlock suits that serve little purpose aside from sheer cosmetic appeal. A few sidequests appear here and there but they are hardly worth the time.

Particularly hilarious are the backpacks that Spiderman has apparently left around the city years before. Not only are these still stuck to the wall without the web having dissolved, but they contain mementos from Peter's private life, sometimes going as far as his ID card or student pass bearing his name and photo. Imagine being a construction worker refurbishing a rooftop and finding a backpack clearly belonging to Spiderman (the web, the web!) with his secret identity revealed by the items within. They couldn't come up with less nonsensical ideas for collectibles? Silly!

Story missions are the highlight of the package, with a genuinely good character arc for Doc Ock and a suitable amount of visual spectacle. However, it's hard to shake the feeling that the game sits there spinning its wheels for the better part of the first and second acts, wasting the player's time with pointless minigames (hey look, it's Pipemania again!) and tedious missions in between the decent ones. The rogue gallery of villains is uninteresting to say the least. Kingpin and Shocker show up for one boss fight each and are never seen again, and the aforementioned Rhino, Scorpion, Electro and Vulture are hardly the most compelling villains, as is Mr Negative, whose arc is passable, but not given any interesting conclusion before or after the credits roll. These Sinister Six are more like the Spiritless Six.

Combat is, once again, stolen straight out of the Arkham series. Now, I was never a fan of Batman's X,X,Y,X,X style of automatic combat, but at least there it was done properly. Here, trying to vault over or slide under one of the many enemies that are impervious from the front is a proper chore that will fail far too often for its own good. Encounters boil down to interminable waves of identical enemies to dispatch the same way, with easy and repetitive boss fights peppered throughout, all boiling down to the same soup of "dodge dodge until the boss gets tired, then press triangle and button mash. Rinse and repeat". the final encounter of the game has you sit through the exact same five second dodge, punch and slam loop for a good three minutes.

You will want to avoid the tedious combat as often as possible, which brings us to yet another thing lifted from (you guessed it) the Arkham franchise: the stealth. Spiderman can zip up to rafters and flagpoles and use them as perches to stealth takedown enemies the same way that Batman can, though in a much more simplified manner: there are no floor grates or vents and there is no crouching, so any ground level action is discouraged, only leaving perch takedowns and web tripmines (whatever they are). It's simplistic and doesn't even work properly: sometimes you will have an enemy right below you, having made sure nobody can see him being taken down, and the prompt to do so just will not appear, forcing you to move to another position hoping the game will like it more. Fiddly and frustrating.

Even the web slinging itself has problems. while it's generally fit for purpose in simulating Spiderman's trademark mobility, it sometimes just won't respond to commands. Whereas previous Spiderman games tended to fudge the web slinging by letting Spidey attach himself to things off screen that may or may not have been there, this game chooses to be a stickler for realism: if an object isn't there, you won't be able to hook on to it, meaning you will plummet face first to the ground. this is not a massive problem in practice, since there is no fall damage whatsoever, but when the game arbitrarily decides that the floor is lava (like in a particularly dreadful dream sequence) you will find yourself missing a swing and dying, ever so more noticeable when the absence of consequences is removed.

One last mention for the music: the composer sure was proud of the five notes of the main theme, as you hear them on a constant loop in one form or another the entire game. The worst offender is the traversal music that flares up whenever you are not with your feet planted firmly on the ground, which is 90% of the time. You will become nauseated by the constant repetition of the (awfully generic) jingle, which is paradoxically so forgettable that you will not manage to recall what it sounds like even after being drilled with it non-stop for 20 hours. Thankfully the third act of the game features a far more somber tone, including a much more lowkey score, meaning you will actually be able to hear yourself think for a change.

Marvel's Spiderman is a derivative, unimaginative affair, ridden with inconsistencies, a plot that makes no sense due to the careless changes made to established lore and gameplay that fails to impress in any way, having been done often and better before.

there aren't very many games I can say have become less and less appealing the more time I've spent with them and thought about them, and in that short list is spider-man '18. I could not put this game down when I started playing it as the cliche held true: this really does make you feel like spider-man. you can use the webs in combat, swing around freely, climb up elevator shafts, and fly around in situations that really do feel straight out of a marvel movie. on an initial playthrough the cracks in the formula aren't quite as apparent especially if you don't bother to grind the optional content, and the twists to the story alone carry interest. the ending is excellent as well: the boss fight is very poor but they gave peter some touching moments that made it worth getting so far, with sequel hooks set up to boot.

once I dove in the grind for platinum is where everything fell apart. it's no secret that this game is a pretty obvious ripoff of rocksteady's arkham series, and it's immediately obvious from the first few hours of the game. each area of the game has some major flaws:

the combat is clunky and never gets any better, even after fully upgrading spidey's abilities. the game does a good-natured attempt to incorporate more of a character action-feel with launchers and juggling, but it's still a beat-em-up at its core, with mashing out melee attacks while dodging at opportune times being the name of the game. on normal brutes this isn't so bad, but as the game continues and more enemy types are introduced there are some very frustrating mechanics introduced. the heavy enemies especially are a chore... why do they literally slide across the ground during their attack wind-up when they aren't close to you? it looks sloppy and indicates insomniac was more concerned with adding challenge to the combat rather than fleshing it out in any meaningful way

there's an argument to be made that the arkham combat also isn't great, but I don't think there's really a question that arkham stealth is much much better than spider-man stealth. the game virtually plays these sections for you by telling you exactly when it's safe to take down an enemy, and there's so many vantage points that you will never run out of places to perform easy one-button takedowns from. they might as well be QTE sequences. the MJ/miles stealth sections also suck, though that was common knowledge even when the game released.

none of the boss battles in this game are particularly good, even later on when you get to fight some villain tag-teams. virtually all of them are some variation on "wait for an opening and stun them somehow, and then do an auto-combo" over and over again, which is especially tedious when the method of stunning is literally just to throw webs.

open-world manhattan is such a cool idea... and you end up basically just seeing the skyline as you swing around, as virtually no time is spent on the ground. I almost feel bad for the people who invested so much time into modeling this city, as there's no exploration to be had. the game might as well be a giant open box with markers telling you where collectables and missions are

the story... god the story. it's hard to view this outside of the lens of the trump era (this game released halfway through his term), as the landscape of superhero media had changed so drastically from the arkham era, where the stories were rooted in the glossy grit of mid-00s post-dark age comics. elements such as JJJ being an alex jones-esque podcaster after leaving the daily bugle are simply too tied to this era of american politics to view otherwise. the catalyst for many elements in the story is the avarice of norman osbourne, who is both mayor and business magnate in this universe. he drives the backstories of multiple key supervillains who seek to take revenge on him, and spider-man is left as a lapdog for osbourne and his police force to go around beating the shit out of terrorists while doing epic "if you hate osbourne so much, you should have voted him out!!" quips. the game also does its best to make NYC look like a war zone of constant shoot-outs, robberies, property destruction, and etc., which is thrown into stark relief by literally every non-criminal citizen of the city being a soy "I Fucking Love Science" millennial cariacture, including peter himself. it's a bizarre juxtaposition that makes the story feel like it doesn't explore the facets of spider-man's life and the constant strife in NYC both physically and politically in any meaningful way beyond setting up villains and moving the story forward.

the best part of this game by far is the traversal: the web-swinging feels so good and so many options are given as to make even just idly swinging around a joy. even the traversal and bomb challenges, which require insanely good execution to achieve top marks in, kept me coming back to improve my times. kudos to them on making this aspect so good as to make the rest of the game worth playing in comparison tbh.

I've been harsh on this game and for good reason: it's got a smug aura to it frankly that is entirely undeserved for a game that cribs this much from earlier titles and refuses to innovate in any meaningful way. what I will say is that the actual story missions are rather fun and are worth trying, it's just virtually everything else in the game that lacks any merit. can't recommend this one beyond an initial playthrough (and maybe a plat, this is a pretty easy plat overall)

Accompaniment

The strong appeal of Pizza Tower style has already been spoken for. Its caught on like wildfire to the point of rampant fanaticism, friend of mine Appreciations articulates with a frenzy that

"I really think this game is one of the best indie games ever made and just like pizza in general, nobody dislikes all pizza. You will find something to enjoy here and odds are, you'll love it." Link

In more specific terms, Jenny accurately relates the appeal here to that of crass 90s cartoon animation.

"At its core, Pizza Tower is an ode to all that 90s stuff that I love. It's a bit ugly in style, but in that deliberate Ren & Stimpy or Ed, Edd n' Eddy kinda way, and I warmed up to it almost immediately." ending her sentiments with "At the end of the day, yeah this is really fucking good. Believe the hype, etc etc" link.

Along with this I've felt the sensibility of Pizza Tower's strong appraisal in a lot of the rest of my online life to be it social media use, internet discussions, algorithm content praising the game, streamers enjoying it, etc. The hype seems neverending, it's a shame though because after completing it with a 66% mark I feel entirely disconnected from this perspective. The title overall feels like all style and no substance. All cheese and no sauce.

There are so many glaring flaws with Pizza Tower's (2023) fundamental design in my view that it leaves me baffled nobody else has spoken for them yet. In order to vent my frustrations most effectively I want to first take a step back and say that even though people have been laudatory it would be false to say there has been no criticism about where it falls short. To turn back to Jenny and Appreciations for a moment they've both offered something in this regard. Appreciations mentions that the down attack is finnicky as sometimes it will input a swipe attack over a ground pound, and that they felt no motivation to go 100%. In a more controversial post ponders on bigoted jokes that the developer plays into highlighting his sense of offensive stereotype as a form of humor. Meanwhile, Jenny focuses more on hit detection and the deception of health, particularly for her in the case of bosses though I should say I experienced this outside of just boss fights as well.

While I could quibble on the ways in which these are accurate or not (the one on stereotypes for gags is especially accurate, unfortunately, you have the happy merchant grabbing you (semitic stereotype), and large 'crosseyed' baseball player that mistakes you for a ball (retardation visual stereotype) just to name two. However I want to shelf those concerns and focus on the issues I have with the design fundamentals.

Pizza Tower tries to use a 'ranking' formula of design to motivate player engagement, something that you might be familiar with from 3D sonic titles like Sonic Adventure (1998) or platinum action titles like Bayonetta (2009). The problem is this badge mastery system contrasts with the nessecity to check in nooks and crannies for secrets, thereby slowing you down and killing your combo. No matter what you do your first run of any level is probably going to be around a B at best because you'll be trying to comb for the 5 ingredients on every level, which are necessary to complete the story. The idea here is that in freeing them it works as a reward motivator, but due to the fact that they and the secrets are often tucked out from a linear runpath, even slightly, they instead become a collectible you have to remember and stop for. More to the point this combines with digging for secrets and 'poking' for an optimal route. Unlike the concise 1 minute platforming tests like Dustforce (2012) or Super Meat Boy (2010), Pizza Tower's levels go on for anywhere from 4 to 10 minutes. This sets in a sense of fatigue at individual level mastery where you have to try and fail constantly to get it precise. The problem is that there's no tangible reward for getting better at the individual levels besides an overall progression mark. If you 'P' a boss or a level the number percent goes up, but nothing cosmetic or informative happens as a result of doing well or poorly, there's no unlockable content as an extrinsic motivator. NPCs in the tower don't comment on your performances. No clothing options are unlocked. Peppino doesn't calm down or gain confidence. It's just an achievement for achievements sake.

This is an issue because the 5 off path collectable ingredients you have to catch arent as optional for completion as they first appear. In the beginning the threshold ratio between ingredients needed from each level to unlock a new floor is 50%, one might think based on that that you may need to pick up ingredients but not worry about them too much but you'd be wrong. By the end that percentage rises to a dramatic 90%. The issue is since there is 5 ingredients per level you have to find you actually have to be thorough on each level in finding them. Based on whether the player knows this going in or not makes a big difference because the end you're going to be forced to go back to levels you had skipped over or didn't get all the ingredients from.

Putting the ratio threshold for completion this high is frustrating because its easy to miss an occasional ingredient, and many of the levels themselves are frustrating. Once you get near the finish line the story is practically begging you to climb back down and finish it out a little more through this padding mechanic. End game backtracking is meant to play into that sense of nostalgia and wistfulness, 'I came this far and now look, I'm so much better'. However, because of the amount of gimmicks and gags per level there's not a fundamental sense of player improvement. What happens instead is just a fetch quest followed by, to be vague about the ending, an effusive celebration of itself 'remember this boss? remember this mechanic?' it's ultimately shallow though, because you unlock nothing from being good at the individual levels themselves. This creates a contradiction where you are rewarded for doing the bare minimum but almost not at all for exceeding expectations, as the range between both becomes smaller as the game goes on. The S and P ranks for non boss levels are functionally 'challenge runs' of the game, you're likely to get a B or better without even trying. So by the end all you end up feeling is that you know a few more mechanics. There's no sense of growth or player immersion.

Contrast this to another platformer like say Celeste (2018) where the window of player ability to complete the game is incredibly large. There's a wound rope of difficulty around optional yet visible cherries and toggle accessibility options. Celeste respects the players time by outlining that the Cherries serve no explicit function, they are a side challenge that implicitly build a sense of character for the player, focusing more on building its story elements instead. On the other hand then Pizza Tower deceives the player by telling the them the collectibles matter but not making it clear how much they do. By keeping the rewards of its goals ambiguous it relies on the player to feel that desire to explore its levels and master them. When the player finds out that they don't get anything for doing these side quests it taints future experience of play. When I restart playing Pizza Tower again I know despite all the stats and checklists thrown at me that only the ingredients matter. The secrets, rankings, and achievements are meaningless. However since they aren't treated that way, since they are conveyed as important visual stimuli it becomes a part of play that gets in the way rather than enhancing it. In Celeste the cherries don't mean anything besides knowing how much goes into the pie at the end, but since you were always told that and then the story keeps quiet about their inclusion for the entire run, you can adjust on a new playthrough how much or little you feel like caring about that.

This was really difficult to word properly but the end experience is that I felt like I was being needlessly graded and told to backtrack rather than feel a part of the world. Something needed to have changed in this system for me to feel comfortable, either:

1. Easier: The levels needed to be overall shorter in length so I could master them

2. Less Grading: Less visual information about how 'well im doing' needed to be conveyed to me

3. More Lore: The secrets and rankings needed to unlock cosmetic or lore content in the world for me to feel more immersed for doing well

4. Less Padding: The ratio of ingredients need to complete needed to be a stable reasonable threshold 50 - 75%, and the final level needed to be cut

5. Less Obfuscation: The eye secrets needed to be removed entirely so that I could focus less on 'combing' levels for extra points and more on actual execution

Without any of these taking place this experience has become 'style at all costs' which while amusing in moments becomes distressing as a design philosophy. It feels like a design philosophy chosen to keep the player playing as much as possible so you can see all it has to offer. As nice as it looks, it comes off as desperate and frustrating.

Less abstractly a few other miscellaneous issues

-Proximity score doesnt matter since its just about collecting as much as you can and keeping a chain, so the score should only show up at the end

-Camera needed to be zoomed out from the player a bit more because you end up just flailing at high speeds as it is

-If you turn the HUD off a -5 still ticks in the top left corner during the runback portion which is very distracting

-The bosses only test your postitioning and not your ability to execute running maneuvers which feels not in pace with the point of the game

-They put the best song in the tutorial, a catchy bass song with tons of fancy hi hat use, the other songs aren't half as good so they feel weaker. Probably just shouldn't have even used it because it makes everything feel disappointing

-The levels that kill you based on time have an unreasonably high completion threshold compared to end level runbacks, meaning you'll have to repeat them more than you would a normal stage

-there needs to be more discreet 'Grading thresholds' between A and S rank for non boss stages. S Rank forces a 2nd run through the level out of a player which borders on challenge mode feeling. Adding a couple more ranks around this point in the scale would do a lot to implicitly reward the player for doing better.

-The happy merchant bit in the Slums really bummed me out, like what the fuck man

I want to end on one last note. Appreciations nailed one thing I agree on, they noted that "You've got yourself a winner in Pizza Tower and that winner here is adrenaline." My qualm is that rewarding adrenalinic high intensity action response puts a person in a more impulse driven mode. I'm not sure that mode is 'good'. Anecdotally, this specific form of adrenaline puts me in a state of frustrated anger once I start to feel like I cant do better or the game is fucking with me. That anger boils me up and tends to make me dysphoric as a result. I'm not sure how much this applies to other people but I'm not too convinced that rewarding a surplus adrenaline hormones on tap like this from titles like Sekiro or Pizza Tower etc is actually good for us? It certainly isnt good for me, that's why I tend to play 'non difficult' story focused titles. I've noticed people say I'm not trying hard enough, but I wonder especially looking at how social media rewards impulsive thinking if its possible people have it backwards. Maybe everyone else is trying too hard to get that spike, and telling me I need to, as well.

Look, I'm not saying that it's healthy I respond to action input with the rage I do by any means, but I'm far from the only rage gamer. Like, I've never seen somebody rage quit a visual novel for example. It's always the people fucking up in rhythm games breaking stuff, its always the League mates freaking the fuck out about not having place down a ward etc. It's never the Final Fantasy nerds having fits. Again these are all anecdotes but its just food for thought. At the very least it explains my preference against it and why I tend to be so critical of finding design harmony in it.

This review contains spoilers

Disco Elysium is a game about radical acts of humanity.

That’s the game in a single mission statement, but if you want the game in an overlong essay, read on: it is almost certainly the most human videogame I’ve ever played. (I would like to say the most human videogame ever made but so many games are made- most less famous than Disco- that may be just a little more human than it.) Of course it is about more than that, but I feel that expresses the core better than anything else. Because whilst Disco Elysium is about radical acts of humanity, it’s also mostly about the everyday mundane human ways we relate to each other.

This essay is about four men, whose ideas and works help me connect with Disco Elysium, help me draw a story out of its texts. I take 5,000 words to do this because I’m verbose. You can skip to the end if you want, where I elaborate on what I mean by “Radical acts of humanity”.

Whenever I play Disco Elysium (three times, which is uncommon), I always think of (at least) the four same men and their ideas. Four real life historical men, unequally influential, equally important, all men because, unfortunately, generations of patriarchal culture do be like that. Let’s look through Disco through the lens of these four fellas.

The first man I think about when I play Disco Elysium is Karl Marx, obviously, who just as obviously founded ‘Marxism’. Marx is already influential on Disco- the developers gave him a shout out during a victory speech at the Game Awards, because Daddy ZA/UM didn’t raise no quitters- but to me, the themes that leap out aren’t the in-universe parallels, but rather how Marxist thoughts inform the world and the game itself.

Marx is famous for writing of the ‘spectre of communism’, but much of his writing was about the vampire of capitalism and its effects on people in it, with communism depicted as a reaction, a natural reassertion of humanity in the face of capitalism’s inhumanity. When Marx talks of ‘alienation’, he means Capital’s power forces people to live by Capital’s rules, and Capital’s rules dictate that one must have money to live; and so people are divided into classes, where one class owns everything, and the other is coerced to sell their labour to the first. Capital’s desires must be met before yours can even be considered. Your time is spent on work your mind considers nonessential, foreign to its wants. Your existence as a self-determining individual with the power to decide your own destiny is trapped within the confines of Capital. The system takes your labour and sells it for a dollar; you get ten cents, and if you complain there’s a man down the street who’ll work for nine cents instead. You are alienated from the produce of your labour because it belongs to another; you are alienated from your fellow human for now they’re competition; you are alienated from your very will because you must satisfy Capital’s by default.

When I think of Karl Marx’s theory of alienation, I think of Lieutenant Double-Yufreiter Harrier ‘Harry’ ‘Raphael Ambrosius Costeau’ ‘Tequila Sunset’ du Bois, the human howitzer shell of poor life decisions who acts as our intrepid protagonist, is an alienated human being, his psyche scarred with the relentless toilsome existence of living in a world full of people just as alienated as he is. Marx talks of the alienated worker existing in a state of annihilation, of non-existence of the self. As Disco begins, our protagonist wakes from a state of oblivion- and it feels good. He doesn’t know his name or his face or his role, and yet Oblivion whispers to him in the cadence of seduction, of a lover inviting one back to a warm bed. Come back to nothingness, honey.

Almost immediately we learn that this was not an accident. When Detective Du Bois of the Revachol Citizens Militia, the Molotov cocktail who walks like a man, arrives on the scene of a murder, he does not do what he is supposed to do, which is retrieve the murder victim from a tree and question witnesses. Instead he flails his gun around, makes passes at waitresses, makes passes at a witness, trashes his hotel room, punches a stuffed bird (albeit one that, we are assured, had it coming), sings karaoke so atrociously that the hostel he haunts institutes a NO KARAOKE rule on the spot and drinks to such driven excess that when he comes to his brain has been purged. His job, address, name and face: annihilated. A question bubbles to the surface: what was reality like for this man that he would go to such drastic lengths to forget it?

There are many answers to that question, but one of them is that Du Bois is a cop, and doesn’t want to be a cop anymore, again for many reasons (Revachol’s police force is more an awkward compromise between a citizen’s neighbourhood watch and a police force than a top-down authoritarian force, so he doesn’t even have the near-unchecked privilege and power of your average real-world cop!). As we explore Du Bois’s past we learn that during his rampage, despite being smashed he manages an impressively systematic erasure of his cop-ness, flushing his papers down a toilet, throwing a clipboard in the trash, selling his gun and driving his police car with badge and uniform inside into a river.

Curiously, we also learn that Du Bois was good at his job, effective, disciplined, restrained and more efficient than his peers. He was driven and skilled and yet at the end he hated being a cop so much he performed an act of ego-annihilation so complete that he literally doesn’t remember his own name. We can speculate as to why- no doubt his having untreated personal issues and an intensely stressful job compounded somewhat, as does the poor pay and lack of time to address his own issues. It is sobering and ironic, then, that despite this immolation of the self, the very first detail we learn about Du Bois is that he is a cop. Indeed, we might not learn his name until much later (and often then only by finding his police badge). Everyone in the hostel Du Bois has disgraced with his presence know him as a cop, but not one of them can tell him what his name is. Du Bois is defined by his labour, and he has so little control over that status that not even hard fragging his brain can shake it off.

As we learn more of the city of Revachol’s dilapidated quarter of Martinaise, in the infamous Jamrock district, we learn more about Du Bois as well, and about the traumas they both share. That they share them is not coincidence. Martinaise is pockmarked by the craters and bullet holes of an old war fought and won against the old communist regime; these literal scars exist alongside a deeper marring of the soul of the city. The buildings are shabby old relics, if they’re whole at all; many are in half-ruin, rib-cages exposed to the winter wind’s keening. There is only one thing in the whole of Martinaise that has value to Capital, the docklands through which a stream of trade flows. The docklands are also consciously the cleanest, most functional locale in Martinaise. At the same time, the docklands are separated from the rest of the town by a wall and gate that turn it into a fortress. Despite their cleanliness, the docklands are sterile, unwelcoming, unnatural. They are alienated from the living decay that vibrates through the bones of Martinaise. This relative largesse does not extend to the depressed urbanity that rings it; that area is Not Valuable to Capital and so is allowed to rot.

The people, too, are depressed- a thread of sorrow, despair and bitterness worms its way into almost every personal narrative in Disco’s cast, compounded by the never-ending burden of Capital’s demands, generation after generation. The little girl who stands outside the bookshop, nervous and freezing, too busy hawking goods instead of receiving an education, is only there because her mother needs her to work now so the business doesn’t go out of business, and she’s a nervous wreck because her husband is always away on work, leaving her to raise a child alone. The countless oblivion seekers who talk of the legendary Tequila Sunset. So many people who spend their money on alcohol instead of fixing their own lives but at the same time it is Capital that gives them less than they are worth and makes oblivion seem appealing. Du Bois has to pay rent and damages to the hostel despite being broke and troubled because they need to pay for repairs because they use renting that room to live, but Du Bois is only there because a man was murdered there, and that only occurred because that man was there because Capital needed that man to literally kill a labour union.

Joyce Messier, the very avatar of Capital- a corporate libertarian (dios mio!)- is on the winning side. She is secure and powerful and wealthy. She is slowly having her ego literally obliterated by her work because Capital alienates everyone, even the wealthy, although not in quite the same ways. Joyce reflects on her life and experiences doubt and sorrow, on whether the end of history, brought about by the victory of her ideology, was ever worth it.

The second man I think about when I play Disco Elysium is Francis ‘History-Killa’ Fukuyama, a tragically intelligent American academic noted for his 1992 dancing-on-the-grave-of-the-Soviet-Union essay “The End of History and the Last Man”. He is the only one of the four men who isn’t dead yet.

The End of History is a concept posited by the likes of Hegel and Marx describing the culmination of human social evolution into an ultimate, final government system that, once achieved, would never again face serious challenge. Fukuyama’s essay says it’s liberal democracy. The Cold War is over, Communism is deader than disco, and (parliamentary) democracy (with a free market) was here to stay, babyyyyy!

Fukuyama copped a lot of ‘feedback’ for his essay, some of which was dopes misinterpreting what the end of history meant (it means that liberal democracy is the final, endpoint system for organising human societies, not that things will stop happening), others argued that liberal democracy had failed as a system and thus could not possibly be the endpoint, whilst some felt he had undervalued the existential threats of rival systems, like Islamic fundamentalism (lol). Fukuyama, a rising star of the neoconservative scene in the heady days of the 90s, defended his thesis rigorously, observing (correctly) that Islamic fundamentalism didn’t pose an existential threat to the Liberal west at all whilst observing that even the autocrats of China and Russia had to pay lip service to democracy.

When I last checked in on ol’ History-Killa, it was 2016, he was voting democrat and felt a lot more anxious about the nature of liberal democracy, because 2016 hit different but it hit everyone exactly the same.

When I think of Francis Fukuyama’s theory of the End of History, I think of Joyce Messier and Evrart Claire, the opposing poles in the ideological cold war raising the heat in Martinaise. Evrart serves as the boss of the Dockworkers’ Union, whose strike has shut down the precious Martinaise docks. Joyce is a negotiator for Wild Pines, the company that owns the docks themselves; however Evrart refuses to meet her. The unresolved situation and the tension it builds underpins everything in the story, but also springs in the backdrop of the city of Revachol’s historical context, in which Capital’s power is unchecked. Revachol is a political void, its revolutionary communist government being smashed decades ago. The smashers- an international alliance of humanist democracies- didn’t fill the void. Instead, it was left as a deregulated state, run by corporate interests and policed by international militaries. These nations are firmly unchallenged on the world stage, and the idea that anything could topple it seems inconceivable- the end of history.

Evrart puts on a leftist front in his methods and goals, but the prospects of him ever succeeding seem bleak. His goals are audacious. The dockworkers want a seat on the board; later they decide to take full ownership of the dockland itself. Joyce, meanwhile, is polished, elegant, charming, likeable and all too aware of how murderously ruthless her lot- libertarian capitalists- can be. Yet where Evrart moves brashly and loudly, Joyce and Wild Pines are subtle. They hide their hand. They attack from different angles, all at once, undetectable and secretive: Joyce is there to negotiate, but at the same time the company sends scabs to protest at the dockland gates, whilst also having hired a squad of secret psychopathic mercenaries as elite agents, each equipped with heavy weapons and armour worth years of cop salaries, to put the union back in its place. Even Joyce’s status is hidden- far from being a mere employee, she is in fact one of the owners of Wild Pines. The big guns are here. Capital’s power is overwhelming, financially, legally, militarily- but obfuscated. Cover stories. Disguises and lies, red tape and shell corporations, a thousand different subtleties. Capital does not like the spotlight and will do anything it can to obscure just how powerful it truly is. And it is this, I believe, that the tragic genius of Francis Fukuyama comes to light. When Fukuyama predicted that the end of the evolution of human social systems was here because one had become unassailably powerful, he was half right, but had misread who the winner was at the end of the cold war. Democracy had not triumphed; Capital had, and democracy was simply the host of the parasite. Buying into Capital is tempting: Capital is incredibly adept at extracting resources and wealth and turning that into power. But Capital does not need democracy- it will adapt to fascism and autocracy just as easily.

Revachol is not a democracy, and the only power in town is Capital.

And then Wild Pines loses. Evrart was anticipating everything from the start. He knows that at the end of the day, he can lose a thousand dockworkers and still live it, whilst the moment Wild Pines shows weakness the market will tear it apart. Wild Pines’ plans dissolve practically on contact, with the mercenaries going murderously rogue and the union holding firm. When Du Bois tells Joyce of Evrart’s plans, she realises the cost-benefit doesn’t favour Wild Pines and when faced with that, plus realising that people will die, she evacuates, and gives the Union everything they want. An unconditional surrender. Capital loses.

But this is a setback, not a total defeat. Capital still controls the city, Revachol is still a libertarian free zone, and international Capital’s airships control the skies with enough artillery to flatten every building in the city. The realisation that Capital is practically impossible to topple as a system is an open belief to all in Revachol, especially the bitter deserter- a veteran of the Communist revolution- who says that the basis for revolution has been lost, and will never come again.

But when I think of Fukuyama I also think of the Pale. After all, Disco is not just a story of dry politics- it is a game of symbolism, of abstract ideas and imagery explaining the feeling of an event more than the recitation of it will (The secret fifth man of this essay is Roger Waters, co-founder of prog rock band Pink Floyd, whose rock opera The Wall is a great companion for Disco; alas, I don’t know enough about the topic to really engage with it as it deserves. The Deserter has definitely watched The Wall though). For the end of ‘history’ is not just a wishy-washy higher concept in the world of Disco; it is a very real and horrifying inevitability.

Disco’s world exists alongside a phenomenon called the Pale, a property-less separative tissue that divides the world into islands of reality. The Pale cannot be described positively, only by what it isn’t. It is anti-reality, a space where even mathematics ceases. Travel through the Pale is possible albeit awful to experience, and it leaves radiation on you- long enough exposure affects you permanently. You unmoor from reality, experiencing events out of time, out of your time, other people’s memories, even maybe memories from the future. The Pale is timeless entropy, where all of human experience is expressed in a single formless mass without start or end. The Pale covers two thirds of the planet’s surface. The Pale is growing. The Pale is the product of humanity: pollution of the past, human history leaking into reality itself. It is a refutation of the idea that any human product can be eternal except nothingness, but also an embracing of a future where the universe itself is made up entirely of human history.

When Du Bois speaks to the phasmid at the game’s emotional climax, it’s not clear whether it is true communication or whether Du Bois is hallucinating mega hard. It doesn’t matter. Either way, the phasmid expresses terror at humanity’s incomprehensible consciousness, that it created the Pale that will annihilate everything around humanity as a side effect, whilst admiring humanity for being able to tolerate being inside its own head at all. The End of History may come, but whilst we may be done with history, history is not done with us; it pursues us, defines us, puts us into boxes and causes us to harm others without even being aware of it.

For Harry Du Bois and the people of Elysium, history is a prison, and the end of history an extinction.

The third man I think about when I play Disco Elysium is Carl Rogers, an American psychologist who founded the humanistic therapeutic approach. Rogers is a man who’s had a huge influence on me- because I am a therapist, and his shadow looms large in the field. Most therapists incorporate at least a little of his approach into their work. The core elements of Rogers’ approach do not emphasise specific techniques or interventions, but rather a philosophy. For Rogers, humans change when exposed to humanising interaction. Rogers teaches the power of listening, empathy and caring. You are there with the client, genuinely in the moment, not acting or hiding behind empty therapist personas. You try to understand the client and see the world through their eyes without being lost in their world. And finally, you practice unconditional positive regard: you accept the client as they are, without judgment, disapproval or even approval. The relationship begins then and there, and is not informed by the past: the Rogerian therapist treats the criminal client no different to the crisis survivor, and trusts in these simple human connections to transform a person.

When I think of Carl Rogers’ humanistic approach I think of Kim Kitsuragi, the long suffering detective sent by another precinct to assist you on the case. Kim is a consummate detective. He is thoughtful, attentive, highly disciplined and absolutely incorruptible. He arrives on the scene to solve a crime and leaves having saved Harry’s soul.

I love Kim more than any other fictional character ever made. I have an official ZA/UM copy of his aerostatic bomber jacket hanging in my wardrobe. It is warm, comforting and surprisingly practical. Kim made me want to be a therapist- and I was already a therapist.

Kim does not arrive intending to save Harry’s soul. He is there to perform a job; Harry, as his partner, is there to perform the same job, and Kim expects Harry to do that job; he won’t do it for him! But he sees Harry as more than a job- he sees a person. A person in indescribable pain. This is already generous: Harry’s antics have set the investigation back, impacted measurably on Kim’s ability to close this case. Yet Kim does not linger on it. He does not belabour Harry with criticism on how Harry’s personal issues have hampered the case. Kim simply moves on to asking ‘what do we do now to fix it?’

Kim approaches Harry with an opinion free of judgment. When they meet, Harry is hung over, dishevelled, hated by the locals, feuding with the hostel’s manager, missing a name, a gun, a badge and hasn’t even fetched the body out of the tree. Yet if this affects Kim’s opinion of you, he hides his judgment magnificently. Kim’s offers Harry unconditional positive regard, free of pre-judgment. He allows Harry’s actions in the moment, and they alone, to define their relationship and in doing so he offers Harry an incomparable and rare gift that no one else in the game can give him: a relationship free of the past that haunts Harry. Harry obliterated himself with alcohol and meth to try and be released from that past and the monster it turned him into. Kim gives that to him without asking and for free.

Harry is a man, not a monster. Kim helps him realise that radical truth through entirely mundane and simple human kindness.

Kim is not blind to Harry’s faults. But instead of condemning him, he finds an equilibrium with Harry, he moderates him, and knows to trust him. He knows when to step in and rein Harry back, to point out when he’s crossing the line. Kim treats Harry like a partner, but also as a hurting human being, and he tends to both in the exact way Harry needs. It’s a wonderfully mature relationship and brimming with the exact kind of simple human patience and empathy Carl Rogers hoped to see from therapists.

In the emotional climax of the game, the phasmid- a cryptid that Harry has been fruitlessly chasing the entire game, much to Kim’s disinterest (he is not one for the paranormal)- appears. At that moment, I felt my stomach drop out of my body. One of the dialogue options is for Harry to proclaim that this is it, he has lost his mind completely and utterly. That is how I felt. I selected it and felt miserable.

Then Kim says, “I see it too.”

In that moment my fear and sadness was transformed into joy and relief that Kim, sober, professional and rock-steady Kim could see this postmodern fairy tale creature, the same as I could. My world view was not out of hand. I- that is to say, Harry- wasn’t alone.

I wept.

At the end of the game, Harry meets with his former co-workers who he told to fuck off for ‘cramping his style’ before the game even begins. These are his colleagues, but also his friends, pushed to breaking point by Harry’s terrible personality as he loses his struggle with his demons. They are weary and exhausted and wonder why they should take Harry back. If you wish, you can play Harry becoming a better person. No alcohol, no drugs, no bribes, superlative cop work, kind and helpful to those around you. Embracing the second chance your self-obliteration gave you. Your colleagues then point out, horrifyingly, that this isn’t even the first time all of this has happened, and that you ‘went good’ in the past as well, only to break again. Why would this time be different?

I think it will be. I hope it will be. Because now Harry has Kim.

The fourth man I think about when I play Disco Elysium is Terry Pratchett, British author responsible for the Discworld series, a fantasy series about a disc-shaped world balanced on the backs of four colossal elephants standing on the shell of an astronomical turtle. It is, as one might guess, a series full of the whimsical and the absurd. The geography is eccentric, the people more so. The narration is irreverent and self-unimportant and peppered with off-hand references and gags. His style has been endlessly mimicked but never replaced. They are the single most shoplifted book series in Britain.

There are very few settings as human as Terry Pratchett’s. This is a writer who can create a world where the natural laws are more like natural guidelines, where the home of the gods is a joke to retirement communities, where the first protagonists were a terrible, cowardly wizard and his too-fearless, too-naïve, too-curious tourist companion. Yet the setting’s absurd unreality doesn’t make its occupants less human. Pratchett’s incomparable gift was that he created a setting full of parody and satire and nonsense and used it to draw out the human in his characters, even if they weren’t human. A golem who embraces reasonable, rational atheism in a setting with jealous, living gods. A dwarf woman whose interests and expression of gender run counter to her society’s expectations. A vampire who overcomes their addiction to blood by sublimating it into a fascination with photography. Many of these ideas, when introduced, unfurl from parodical ideas to genuine explorations of the human condition, as silly, petty and as beautiful as it is. Humans are human, even in a flat world on the back of a turtle.

Pratchett had a gift for making his characters seem like gags at first, exaggerated and archetypal, yet revealing their complex, often contradictory, very much human natures to you over time. I think that sense of exploration, of hidden depths, is what helps make them seem so lifelike and resonant. In reality, people are rarely everything they seem to be at first. That isn’t to say that their exterior is false- a person who is boring on the outside often just has a boring outside. But people always keep something back, something hidden, and simply becoming aware of that makes us think of them as people.

When I think of Terry Pratchett’s complex characters and absurd world I think of Elsyium, the area of Martinaise and the people who live there. Elysium as a setting is more grounded and ‘philosophical’ than Pratchett’s, but it has its quirks of the absurd that reflect human nonsense. The statue of the deposed king in Martinaise, for instance, installed after a revolution in a district that hasn’t been rebuilt from the war that deposed him, by careless corporate overlords who were soon kicked out but managed to prioritise a statue being built that is immediately vandalised. Or the grim comedy of a chain of quests dealing with the ‘Doomed Commercial District’, a district where all businesses seem supernaturally cursed to fail, with an exception determined because her tower is technically outside of the boundaries of the district.

So many of the people in Martinaise seem like archetypes and stock characters at first. Union boss Evrart Claire is a classic corrupt union boss, more mob godfather than working class man. Joyce Messier is polished and clever and unflappable, an elegant woman who grew up rich and remains so. Plaisance, the careless bookshop owner who runs her daughter ragged in the cold to Teach Her a Work Ethic. Even Kim is a stoic, utter professional, dedicated solely to his work.

Then you learn a lot, or a little, and the façade falls and you realise the truth. Evrart may be running a criminal operation, but when he expresses his hatred for Capital and his leftist beliefs he is being bluntly sincere. Joyce fully acknowledges the inevitable power of the international forces ruling Revachol and her complicity in them and their crimes, but dig a little, and she spills how she truly feels: that Capital has failed people, that it was all for nothing, and that Revachol was disgraced by surrendering- that it should have burned every building to the ground before ever letting the coalition take it whole. Plaisance isn’t careless, she’s anxious, run ragged at the responsibilities of caring for a child and running a business whilst neglected by her husband and repeating the traumatic lessons of her mother. And when Harry says something and Kim has to turn away because he’s too busy hiding his laughter, it’s beautiful. When Kim is easily swayed into breaking for an hour to play a board game, he admires the pieces, sets the board, read the rules then (usually) runs rings around you before declaring triumphantly, “Nobody fucks with Kim Kitsuragi.”

Nearly everyone in Martinaise is like this. So many of them have contradictory hidden depths that serves to make them painfully human. The story of Rene, the hateful old royalist, and his affable friend Gaston, is wonderful. Childhood rivals for the same woman (who died before she could make a choice), Rene wears his old royal uniform and expresses his hate for foreigners and communists. He expresses contempt for the apolitical Gaston (fence-sitters are cowards), who cheerfully returns it. When Rene dies of heart failure halfway through the game, Gaston is heartbroken. Buried beneath layers of trauma and hurt and memory is genuine affection between the two. The Deserter on the island- a lifelong militant survivor of the communist rebellion- despises Rene as a memory of the royalists, hating him, savouring the idea of one day shooting him dead. He never does, and he too feels grief at the death of Rene. He hated the royalist, but he was a foe he could kill, a remnant of a dead ideology. He cannot kill Capital.

There are few characters as beloved in Discworld as Death. The literal anthropomorphic personification of mortality, Death is the psychopomp humans see when they die. He guides them to their afterlife. He is very fond of cats, and muses on the nature of humanity with fondness. He is not human, but he has a boundless empathy for life. He isn’t to be feared. This kind of anthropomorphism is common in Discworld, where the world is alive, the gods are alive, and cameras are boxes containing little demons that paint really quickly.

When I think of this, I think again of Harry Du Bois. Harry is a living contradiction, to the point where his skills argue and fight with each other. Harry is also incredibly sentimental, not only for the past, but for everything. Sentimentality is that thing that allows a human being to imbue lifeless things with life and meaning and feelings they don’t have. Sentimental people hesitate and feel bad about throwing out a computer, or worry about the hurt feelings of a doll. One of the first things Harry can do is gently stroke the hair of the murder victim; the victim thanks you for this. At the same time, he can gently pat a mailbox, and call it a ‘good box’. This makes the box happy. It heals his morale; it makes him feel better. Sentimentality, kindness to the lifeless, is rewarding and good and the product of Harry’s vast soul.

Harry sentimentalises and anthropomorphises everything. He has divided the voices in his head up to represent his compartmentalised skill sets. They then quarrel and fight and work together and encourage him. Some are communist. Some are fascist. One of them wants to get high and bone down.

Throughout the game, Harry can claim to ‘commune’ with things telepathically. His horrible, garish necktie. The city of Revachol itself. A giant insect. This is probably the ravings of a man experience alcohol withdrawal and psychological trauma, yet at the same time offer information he could not possibly know. At the very least, their viewpoints are beautiful. Revachol loves him; he is a son of its soil. The necktie calls him a good man. And the insect expresses its fear of humanity and its Pale even as it admires Harry for having the ability to comprehend existence without going immediately insane.

When Harry finds the Phasmid, a cryptid that a married couple have spent their lives looking for so fruitlessly that Lena, the gentle and adorable wife is doubting her story of seeing it- the story that attracted her husband to her in the first place- he talks to it. It talks back. He asks- are you the miracle? It says that he is the miracle. It encourages him.

“The arthropods are in silent and meaningless awe of you. Know that we are watching — when you're tired, when the visions spin out of control. The insects will be looking on. Rooting for you."

Harry can respond to this in several different ways. My favourite is this one:

“Of all the creatures I’ve met you are the kindest.”

That Harry has love and softness to spare for an insect in a world so cold and hostile is a testament.

I once met Terry Pratchett at a Discworld convention. I spoke to him and shook his hand- he was unwell at the time, and his grip was very gentle. I hadn’t read many of his works by then, but I’d liked what I read. I was there with a friend who saw Terry as his hero. I told Terry, “Thank you for writing these works. They inspire me to write as well.”

He said something very much like, “Good. If there’s a story in you, and you have that want to tell it, take that want with you. That’s what I hope those books do for people who read them.”

I cannot be sure, but I think he would have liked Disco Elysium very much.

The only one of these four men who I can be absolutely certain influenced ZA/UM’s writing of the award-winning Disco Elysium is Marx. The other three are more translators between the game and myself, ways of discussing my own experiences, ways of understanding how the game makes me feel.

I began this essay by discussing how Disco Elysium is a game about radical acts of humanity. I then clarified that by stating it’s about the basic, everyday ways humanity relates to each other. Then I talked about four men with ideas, and also mention the power of Capital a lot, which doesn’t seem human at all. I do talk a lot about human kindness and nature and relating to each other and our own alienation from it.

Disco Elysium is a game about radical acts of humanity. Or rather, the game is about normal acts of humanity, in a world that has made such things a radical act. To care about others, to sentimentalise the lifeless, to give irrational meaning in a rational and inhuman world run by a rational and inhuman machine is as radical an act as any. And yet the ordinary can triumph over, or at the very least push back against the extraordinary force arrayed against it.

Disco Elysium is a game about humanity, and acknowledging its flaws and misgivings and giving you space to hate it if you like, but if you dig a little you’ll find beauty there. Radical beauty in ordinary things.

If you have ever suffered, ever wanted to stop being you anymore or felt helpless, controlled by a machine or a substance or the vast uncaring world, then Disco is made in honour of you.

“It is made in honour of human will. That you kept from falling apart, in the face of sheer terror. Day after day. Second by second.”

Hrot

2021

There's a very interesting quality to HROT. Despite being at its core a fairly straightforward retro shooter, it's simultaneously dedicated to painstaking recreation of even the most mundane things (most of the levels are set in recreations of real life Czechoslovakian locations and there is a lot of effort put into random tiny things, such as a fully working top, model train track or billiards table) and complete absurdism (One of the early bosses is the statue of a gorilla in the middle of a carousel, wielding double rocket launchers. It's not even the weirdest boss of that episode). There isn't really a story, and the game seems to actively defy giving you one, even at places that the games it's referencing would, such as the end of episode text crawls.

The result of this is an odd, almost dream-like experience that is at the same time explicitly set during a specific period in a real life place. I can't quite describe how that makes me feel, but it's an extremely unique identity of its own, and I appreciate that a lot in a genre that is, I think, a little bit too eager to abide by the same few tropes.

The game itself is quite good, for the record. Similarly to something like DUSK, there is no singular, crazy mechanic that HROT can just use as its main selling point, but everything it does is rock solid, I can't really name any level that was less than good, although I will say that the first episode's are probably the least interesting.