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I'm going to be honest, I'm struggling to bring myself to say this because I really wanted it to be good, but it's been really meh so far. I'm 5-6 hours in and I'll give you another review when/if I finish the thing. And I'm still praying this actually turns out really good because I had an experience like this, I palyed like 10 hours of Prey, gave up on it and when I came back a year or so later it became one of my favorite games of all time.
You didn't ask for a comparative analysis, but that's what you're getting.
This game is a prime example of how trailers can make people excited but can't really tell you anything about what a game plays like or what it's even supposed to be. Give you an example, Death Stranding's trailer looked spectacular, because it was bizarre, but it also had fuck all to do with bokka, which is what the game was really about (post-dad game of being a bokka). Likewise, this thing shows you a parade of weird shit with a good song and makes you think "oh fuck yeah that looks so exciting and whimsical and surreal," but all that tells you is that they had some clever designs and strung them together fast and shot it sexy.
Game's gonna live or die on what it's about. And for me, I went in like most figuring this would be a contribution to the whole retrofuturistic dystopian genre with Bioshock, We Happy Few and Fallout. Some of those games have a great "point" and fucked up on gameplay (We Happy Few, which I love). Some have no point but made unique gameplay experiences (Fallout). Some did well at both (Bioshock). Problem I'm getting with this one is it's phoning it in on both.
So, the setting is supposed to be scientific socialist, Red Plenty Krushchev (not necessarily that time, I have no clue when this is set) USSR, which is already a great hook because the Soviet Union has very different flavors and "stories" depending on when you set it and we almost always get grim KGBland, or Stalinland, or Belarus on fire from the Wehrmacht. So in this one's world,
magical atomic power/magical sea slugs/magical "polymers" (that's like saying your sci-fi runs on "chemistry") has allowed the Soviets to create their technological wonderland and become rich and peaceful and just generally a nice place to live. Robots are the big thing. They've gotten really really good at robots. And you can tell, no matter how off the culture feels in other ways, these guys ARE science spergs because there's references to dudes like Chelomey and Tsiolkovsky everywhere. And some dude has decided to ruin this research complex by making all the robots go haywire, and you've got to solve that.
The problem is that after all this time I still don't get what this is
about. The aesthetic is genuienly fantastic, they blow their load upfront with the big intro sequence in Flying Akademgorodok, but
where is this going,
what themes does this have,
why is this the Soviet Union. The robots are indeed quite nice and whimsical, there's weird shit going on, but when you play this you're not getting a tight one minute trailer, or even a tight two hour movie, you're moving from discrete setpiece to setpiece. Here's a robot. Here's another robot. Here's a biological experiment gone wrong. What's this ABOUT?
With those other games I could tell you. Bioshock is ABOUT Objectivism. The whole premise of Rapture being an undersea colony, and its name, is all an allusion to the
motif of Atlantis in Atlas Shrugged, just made literal: what if Galt's Gulch actually was Atlantis, it actually is at the bottom of the sea. The art deco is striking, and it's spread throughout the whole world, you do feel like you're stepping into a moment and an ideological mindset that is recognizable and alien all at once, somewhere in the vagueness of early 20th Century America that didn't get reduced to Gotham or Mayberry. The central conflict is stupid and the analysis of Objectivism is dumb (lol do you want to kill the little girl to get rich y/n), but you can still charitably read it as being metaphorical about man stealing fire from the gods and burning himself, real problems where a state founded on "fuck you got mine" anti-altruism will inevitably compromise that position to protect itself, and if nothing else you still feel really smart at 16 listening to these guys talk about these ideas even if it's basic bitch stuff.
Similarly, We Happy Few isn't really about political philosophy but it is about psychology. It takes a real world story (the German occupation of the Channel Islands) and uses it as a launch pad to ask, how do individuals and societies process guilt and grief, what would happen if we could give ourselves grace without earning it, that sort of thing and its magic (the Joy pills) are actually plausible, it's like straight up contraceptive-laced dope that's just frying people's brains with all the consequences you would expect from it. The 1960s theming isn't just set dressing, the happy shagadelic vibe is infantilizing, it's papering over their trauma from the Blitz. It serves a purpose.
Fallout is the weakest because it's complete nonsense, just kitchen sink mush, but even that has sometihng going in that it took 1950s B-movie/comic book pulp bullshit, real-ish 1950s suburbia and then plays it either as dumb action-adventure pulp shlock (3) or totally straight poe-faced "I insist you take me seriously" (New Vegas), and in the process it winds up creating, like, the vidya version of Tolkien or Star Wars where it invents its own visual language that people can live forever in.
I can't tell you yet what Atomic Heart is trying to do. Is there going to be some critique of Soviet central planning at some point like Red Plenty did (the vision was beautiful, we tried our best, we came close at times but our Tower of Babel still fell), a satire of Lysenkoism and the whole premise of scientific socialism, what is it? If it's going anywhere it's taking its sweet time. And all the little cultural texture, I'm just not picking up. You get a Young Pioneer mascot like the Pip-Boy because Fallout had it. You get spaces that look accurate to mid-20th Century Russia but you don't have people living in them in a way that feels like 20th Century Russia. It's like they had a bunch of really creative kids making genuinely cool robot ideas, that also really liked Fallout, and they said "hey man what if we did like Fallout but it plays like Bioshock but in Russia." Cool. Whoop-de-fucking-do.
Gameplay-wise, it just hasn't done anything interesting yet, really. The liberating thing, and this is what keeps me going, is the robots allow it to do weird stuff. It doesn't have the variety (in armaments, in superpowers) of Bioshock, so you don't get the interesting mechanical problem solving old games like that had, but you do get more types of enemy than just "turret" and "tweaker with frying pan/gun" (most of the time, though, it's still going to be "angry robot trying to throw hands"). This plays a lot like my impression of old Metro games. Those too had that problem of not having a point, but they kind of made up for it with trying to feel extremely real and tactile and grounded (everything's animated, everything's slow). This is like that if it decided to be fast and silly instead.
I'm aggravated. Supposedly it gets a fair bit better but the slow burn is bad. I do find it entertaining when I play, but this is a mediocre showing.
Edit: We Happy Few would have, by this point, had me sexually pleasing nursing home patients, electrically torturing people as part of the state Simon Says championship, interpreting John Lennon, harvesting adrenochrome from people and fighting plague victims (zombies by another name) that speak in Anglo-Saxon.