What I Hope to see in Watch Dogs 4

It’s been a hot minute since Ubisoft took us for a leap into a reimagined post-Brexit London populated by randomly generated “play as anyone” protagonists in Watch Dogs Legion, the third title in the series. Legion and its star-studded Bloodlines DLC tied up some loose story threads from Watch Dogs 1 and 2, most notably with the return of titular antihero Aiden and fan favorite Wrench. Legion had mixed reception, despite its innovations. Even I had been skeptical of the move from a well written cast in Watch Dogs 2 (which I gushed about in a prior post) but found that the “random” recruits and team building was better than I expected it to be. In fact, I was almost immediately attached to my characters, which may have made choosing to play with perma-death enabled a mistake. Or was it? More on that in a minute.

First, one of my favorite themes from the Watch Dogs and Far Cry series has been Ubisoft’s tip toe dance around real world issues. Watch Dogs 2 in particular nailed many real-life parallels in comedic fashion, and Legion made an attempt to do the same to a degree. So did Far Cry 6, although delicately without naming real places. I wrote a fan review of Far Cry 6 here, spoilers; I loved it. With that said, Ubisoft hasn’t been very consistent with addressing social problems in games, and as a company have weathered fair criticism themselves. That brings me to my first hope for the next game in the series.

Confront Real Issues

The state of technology and cybersecurity has long since spilled into the realm of very serious human rights abuses. To be fair, Watch Dogs was more or less built on this very topic from the first game, but seemed to show a trajectory away from a variety of topics that could be to avoid divisive political messaging but comes across somewhat tone deaf or noncommittal. This isn’t a great look, especially when the same company continues to put out military themed “bad hombre” Tom Clancy simulators that perpetuate damaging stereotypes about Central and South America nationalities. Not minding that, consider other real situations that the game could address.

The AI race is heating up. Journalists, activists, political rivals have all been the targets of Israel’s Pegasus spyware. There is a form of AI developed for the machine guns at check points in the West Bank. Censorship at Meta, Twitter and Tiktok decide which trending catastrophe is seen and which is not. Now more than ever, unfettered internet access is more important than ever for people living in regions rocked by turmoil and war. Meanwhile US lawmakers made fools of themselves accusing Tiktok’s CEO of hacking local Wi-Fi and tracking eye dilation or other biometrics to spy on Americans, which has led to at least one state banning the app and a number of government agencies to bar it from devices. A follow up bill would make it illegal to use a VPN to access Tiktok, which begs big questions on what sort of back door VPN nonsense that could entail. All the while women (and anyone who would benefit from services provided at a woman’s health clinic) across the nation woke to find their digital privacy and personal data at new risk as anti-abortion laws collateral impact spread to anyone who may have even had a discussion with a woman seeking an abortion in a state where it was banned.

All of these are absolutely explosive political topics that should be on the mind of a speculative cast of Watch Dogs 4. Legion did not leave many open story threads outside a hint that there was a Ded Sec cell in Egypt interested in stolen historical artifacts, which I agree is also a cool topic the game should discuss.

Less Gun Play

I’m not saying the combat in the games was bad. I am just arguing again that the current state of the cover-shooter genre is very well saturated, and Watch Dogs adds very little to set it apart. I said it before and I stand by it still; gun culture and hacktivism have only marginal overlap at best. Sure, yeah, blah blah 3D printing, but right now we could stand to have a little less gun enthusiasm in the US.

One of the things I enjoyed the most in Watch Dogs 2 was how many of the missions could be solved with just stealth, including one of the most challenging late game missions. Legions had a lot of forced combat, coupled with optional perma-death, which made it frustrating to play if you were trying to cultivate characters with strong stealth skills. Part of the problem was the way the game tricked you with “surprise, you’re trapped in the mission now and the guards are already alerted” mechanics, which was not easy to predict before you began the mission. As I played with perma-death on my first playthrough, I lost a great espionage-skilled character this way, one of around a dozen I lost in the first playthrough and associated DLC. With that said, allow me to fishtail on the subject of perma-death in Watch Dogs.

Optional Perma-Death / Hardcore

In the long run, perma-death was probably one of the better features of Watch Dogs Legions, but for reasons that are maybe cruel. I found the stress of staying on my toes to be both good and bad, but once I had started a new game with perma-death off, it got really silly fast. The lack of risk took depth out of the game. I hope Ubisoft keeps this feature and instead works to improve unintentional death traps instead of removing the feature.

Keep Play as Anyone, with VIP

I think “play as anyone” in Watch Dogs Legion does not get enough credit for the innovation that it was. I did enjoy having story characters in the roster too, especially as it pertained to series continuity. The optional add on heroes were very cool, too, be it the woman with the mind control powers or the non-canon descendant of Assassin’s Creed’s Evie Frye. But overall if Ubisoft announced this core feature would continue in Watch Dogs 4 I would be very happy.

Rethink Multiplayer

Multiplayer in Watch Dogs needs a new approach. The combat heavy, bullet sponge fights and weird mission mechanics made multiplayer not a lot of fun given the possibilities. I think co-op story mode could be a great start, along with maybe some new ideas for non-combat cooperative puzzles that play out across multiple locations. Make the technology the heart of the gameplay here, not just combat. There is a big opportunity for this part of the game to be amazing and unique to the Watch Dogs experience.

Location, Location, Location

Finally, I think I would be excited no matter where they announced the game would take place. The last story had the trailing hint of Ded Sec in Cairo, but Tokyo could be fun too. So would a new US location, maybe one the series has not been to yet like Miami, or one like New York that so far had only been explored via the post catastrophic The Division. Wherever it is, I hope they continue the tradition of featuring music artists from that area on the soundtrack – or even in game, again.

I hope Ubisoft is planning a 4th Watch Dogs. If the teams that worked on the last two are involved, it should be good. Maybe great even, we can only wait and see.

As a footnote, I asked Bing Chat AI which Watch Dogs character it liked, and it answered Bagley. 😭

More Totally Unnecessary Character Backstory – Diablo IV Necromancer

A short story set in the world of Diablo IV

Beyond the sealed door of the buried temple a series of stairs descended from the aboveground world like a runaway blasphemous thought. Corizande stepped lightly, her skeletal minions matching her quiet step for step. She followed a whisper, the unquiet dead. A distant friend she had seen fall in a dream who now haunted her. The compulsion had led her here on the trail of whatever demon had slain him.

              The dust suspended in the still air did not yield for them, resisting the slightest breeze as if even the air was dead down here. The only illumination other than her conjured light was a soft glow from green mineral veins that permeated the stone around them. Unlike the manmade mines and temple above, the underworld below seemed untouched since the old gods had hewn it.

              Reaching a landing in the subterranean cavern she commanded her light ahead of her, examining the precisely cut stone floor marked with a massive metal seal, imprinted by forgotten magic into a mural of the demon whose voice Corizande knew. Corizande’s book of spells hovered in the air over her open hand, pages turning by her thoughts. The silence here was imperfect, the air thick with a scent like iron and filth, some she recognized as the cruel Fallen that had spilled from the depths into the valley throughout the long winter. Corizande knew she was not alone.

              She pulled the loom woven cloth armor tight over her shoulders, its pale blue from dye a secret only her coven knew. Sewn into it and her long gloves were ancient coins of bronze inscribed with forbidden verses. Together they radiated a formidable shield, strong enough to protect her from the common threats of the worn roads of home at least. Against the hordes of Hell, it had been barely enough to get her this far. To her credit, her devotion to dark magic also afforded her a personal guard of animated dead, her skeletal skirmishers and hollow-eyed spellcasters. Against the Fallen she often needed not raise a finger herself to fight, but whatever fiend had drawn her colleague here was anything but common hellspawn. Somewhere in the dark lurked a much more powerful foe.

              Not ten paces beyond the seal Corizande found the first signs she had been looking for: piled corpses of Fallen and cursed beasts torn, frozen or incinerated by the high magic of a sorcerer. This was the work of her lost friend, a trail of destruction that bore his signature appetite for destructive elemental forces. She recalled his kind dark eyes, warm smile and infectious laughter. He was an arrogant son of a bitch, but had treated her with uncommon respect which earned her friendship. Today she repaid that respect by finding the monster that had been his match.

              The carnage led her room after room of the same, her minions dispatching stragglers and other lesser Fallen lurking about to loot the dead. The trail led lower until she encountered a series of previously sealed gates that now lay open. Dried blood magic runes on the floor betrayed the nature of the foe she pursued, along with strange, scattered petals. They were red like roses but made the hair of her neck stand on end. The sensation felt like creeping madness, but one that bore dark wings and had heavy cloven footsteps. Not just any demon, but one she knew. The same on the seal she passed as she entered; Lilith. Daughter of Hatred.

              Finally she arrived at the bottom of the cavern, a dark lake that suffocated the last beam of her magic light until only pale ambience remained. A long polished stone path extended over the edge of the lake, like an unfinished bridge between worlds. The floor was covered by interconnected blood runes, some of them still wet. At the far end of the open space she could see a figure knelt, back facing her as they continued inscribing the summoning spell. A barrier of blood magic surrounded the figure, who was breathing erratically. As Corizande approached she could make out it was a woman not many years older than her, seemingly driven mad by the same demonic voices. Nearby was the broken body of her friend, his staff shattered not far from his lifeless hands.

              The woman, who was stammering under her breath to someone Corizande could not see, glanced at her nervously and hurried to continue her blood inscription. Corizande’s skeletal guard drew close around her as movement began increasing beyond the edge of her waning light. Corizande turned her wand to the body of her friend.

              “Speak’, she uttered. A faint image of her friend appeared like a spirit above him, but beyond the veil he was unable to reply. He simply signed thank you and nodded his head in a final act of parting.

              Corizande was not numb to the sting of grief at the sight. She blinked away fresh tears and fought a well of emotion as the clamor of approaching monsters grew louder. The woman started laughing as the blood runes on the floor began to glow bright red. Swirling clouds of choking darkness rushed into the space, forming a horde of demons flanked by beasts, winged succubus and a towering monstrosity wielding a blade of bones. His weapon crashed into the shields of her skeletal soldiers even before his hooves touched the stone. The chaos grew into a deafening pitch as her spellcasters rained dark bolts on her enemies. She pointed her wand at her departed friend.

              “Rise, and be avenged”

So, I asked Bing AI to write a character backstory

This is a bit of a departure from my usual content, but I could not resist sharing the results. I asked the Bing AI to write an example of a character backstory for a Rogue in Diablo IV. I do not know the data set it is trained on or whose work it may have dredged to create this, but I was impressed at how specific it got. What follows is the output from my single sentence prompt, no edits.

Your name is Zara, a female human rogue who specializes in Exploit Weakness and Shadow Imbuement. You were born in the city of Westmarch, where you grew up as an orphan on the streets. You learned to survive by stealing, lying, and fighting. You also developed a keen sense of observation and a knack for finding and exploiting your enemies’ weak spots.

One day, you caught the eye of a mysterious woman named Lilith, who offered you a place in her secret cult. She promised you power, wealth, and freedom in exchange for your loyalty and service. You accepted, hoping to find a new purpose and a new family. You became one of her most trusted agents, carrying out her orders and spreading her influence across Sanctuary.

You learned to imbue your weapons with shadow magic, making them more deadly and unpredictable. You also mastered the art of creating shadow clones, which you used to confuse and ambush your foes. You enjoyed the thrill of hunting down and eliminating Lilith’s enemies, whether they were demons, angels, or humans. You felt no remorse or pity for your victims, only satisfaction and pride.

However, as time went on, you began to notice that Lilith was not what she seemed. She was cruel, manipulative, and obsessed with her own agenda. She cared nothing for you or the other cultists, only for her own power and glory. She also had a dark secret that she kept hidden from everyone: she was the daughter of Mephisto, the Lord of Hatred, and the mother of the Nephalem, the first humans.

You realized that Lilith was using you and the other cultists as pawns in her grand scheme to overthrow the High Heavens and the Burning Hells, and to create a new world order under her rule. You also learned that she was planning to unleash a terrible evil upon Sanctuary: the Worldstone, a powerful artifact that could shape reality itself. She intended to corrupt it with her blood and use it to create an army of loyal Nephalem who would serve her as gods.

You decided that you had enough of Lilith’s lies and tyranny. You resolved to stop her before it was too late. You gathered some allies who shared your doubts and suspicions, and prepared to confront Lilith at her lair. You knew it would be a dangerous and suicidal mission, but you had nothing left to lose. You hoped to find redemption for your sins, or at least a worthy death.

Bing AI

Diablo IV Beta Impressions

Returning to Hell? Bring a friend.

Following the lessons of transitioning Diablo from PC to Console and adapting it for regular new content and seasonal activities, the team at Activision-Blizzard set out to build a new experience from the ground up for the current generation of game systems. The result is far from just a new coat of paint on an old dungeon crawler. What begins with a hint of the familiar during character creation around a campfire quickly leaps into something new, something bigger. These are my impressions, followed by some feedback from both my wife and I.

Diablo 4 establishes itself right away as different, from the way the story is told to the scale of the world we arrive in. To say that the game is darker is both an understatement and an oversimplification. The world is more detailed and densely populated, both with foes and things and places to discover. Familiar enemies seem more dangerous, and the puzzles feel fresh.

My wife and I both chose the second tier of difficulty as we had played the previous titles on higher difficulty and found the challenge was worthy. It felt tuned to be just on the cusp of too difficult to play solo, and ideal in a party of two. The dungeons, bosses and some elites are significantly harder than Diablo 3, requiring much more attention to gear and skill choice earlier in the game. It adds up to gameplay that is immediately engaging and difficult to put down. We spent most of the weekend playing and felt like we had barely scratched the surface.

Diablo 4 is also a feast for the ears. I love the choice of haunting music and ambient sounds. The effects feel more dramatic, the hits land harder. The audio team really outdid themselves in weaving a vibrant atmosphere.

As for the gameplay itself, it was evident the game was still in beta. There were numerous minor bugs, although neither my wife or I ran into excessive crashing. She played first a Barbarian and found that the difficulty for melee characters in the early boss fights was very steep compared to ranged characters. This evened out somewhat later, although the toughest encounters still seemed extra punishing for characters that rely on sustained close-range attacks to fuel their stronger abilities. I played a Rogue and enjoyed the challenge, although I feel some of the abilities when combined with the right gear were probably overpowered in all but the toughest encounters, especially how shadow-imbued attacks scale with gear that augments the core damage attacks.

It was nice to run into as many players in the world as we did, which made the world feel that much more alive. The above world encounters scaled well to the number of players, leading to unprecedented mayhem in challenging encounters. The variety of these was also refreshing, and they were frequent enough that it was not hard to find something to do when you ventured away from the safety of town. It was also not uncommon to discover an overworld boss or challenge far more difficult than a small group can manage, which encourages groups of players to work together.

Between side quests, overworld events, world bosses, numerous dungeons and other things to explore for, we felt like there was no shortage of things to do. By the end of the weekend there was a staggering number of side quests available on top of a quickly growing challenge by level 20. I felt very attached to my character after two short days. He was not just another rogue. With the level of customization and depth of the skill tree and gear choices I felt strongly that he was my rogue, and this is a pretty big step for the Diablo series where characters once were nearly indistinguishable from one another. Our heroes get more screen time than in the past, too, including improved cutscene mechanics where we get to see our customized characters up close, and in speaking roles.

I believe this is one of the ways Diablo IV shines the brightest. Even at the title screen, our hero is close enough to admire the detail of the armor, tattoos and even the glean of sweat on their skin. It is not just a gritty, dark world. It is further removed from the arcade feel of its predecessors. From an early point in the game, it makes it easy to customize your armor and weapon appearances based on items you have found without punitive cost. We could tell this was a popular feature based on the number of strangers we ran into near the first area where your wardrobe can be managed.

I hope the teams that planned and built these areas and experiences looked down on crowded Kyovashad with pride. It was certainly a sight to behold.

My wife and I eagerly await our return to Fractured Peaks when the game is released later this year.

Halo, Anthem and why we don’t need another Destiny clone.

alternate title “A List Of Things I Hope Halo Infinite Is Not”

The Holiday season is looming, and the Halo Infinite launch party Xbox may once have intended to coincide with the release of the Xbox Series X is finally happening a year and many semiconductor and pandemic related delays later. It’s time to thaw Master Chief after an extended break following the 2015 release of Halo 5, in what 343 has once called a spiritual reboot for the flagship title of the Xbox brand. No pressure.

First, a story about why Halo is a bit personal to me. Years back when we were first living together, my wife picked up a copy of Halo: Reach for her Xbox 360 “to see if it was any good”. Neither of us had played a Halo before it, and I was into mostly fantasy RPG games. A weekend later, we had a second Xbox and another copy of Halo: Reach so we could play together. Soon we’d rearrange the living room to accommodate side by side TVs and forever changed what family night in looked like at our house.

Fast forward to present and on any given game night we may be on different games, single player games, watching a show or playing games with different sets of friends but we still play in parallel. There are a few games we still play together, or exclusively together, and Halo is one of them. As this next title nears release and I see features like cooperative play de-prioritized to make an already late release window, I can’t help but think of other titles we have been excited to try that did not turn out as well. Anthem comes to mind.

BioWare’s ill-fated epic multiplayer space opera fell far short of its potential. Anthem otherwise had all of the right ingredients – excellent flight and combat mechanics, innovative design, breathtaking views and top shelf graphics, a great team of writers and a likeable cast of characters. What went wrong? I can name one mistake, broadly, that no publisher is too big to repeat. Please stop trying to make another Destiny-style live service looter shooter.

Destiny itself is riddled with annoyances its player-base tolerates as they turn in each week to participate in what is otherwise an anomaly in the space-time fabric of gaming. Its success is despite of itself. Random loot rolls for the same limited set of weapons and armor is not the part of the game we need to copy. Another game that made this mistake and later course corrected was Assassin’s Creed Odyssey; the maddening, meaningless deluge of loot to be immediately deconstructed was addressed in Assassin’s Creed Valhalla (thank you a thousand times).

It isn’t to say that there is no appeal at all in repeating the same content to try and get the ideal roll for your favorite set of gear, it is just that this cycle by itself can quickly become frustrating and lead to fast burnout. Adding in low drop rates or actual technical issues can turn the experience very negative fast for some players who feel like they put in the work but did not get the reward or expected progression credit. Sooner than the designer would hope, the game will get turned off. This is not hyperbole, but rather a recurring observation from my own home.

I liked Anthem. The storytelling and world-building reached straight into the depths of my imagination and did not let go. I trusted the talent behind two of my other favorite games of all time to be able to deliver something fresh and innovative. I even wrote a bit of fan fiction ahead of the release about one mysterious type of enemy character – ones that appeared to be a model of rogue hardware not unlike the heroes own. I feel like BioWare delivered on this much – the flight combat was as good as we hoped. They were just asked to fit it into a persistent world model it did not seem to be built to support. Fort Tarsis did not need to be Destiny’s Last City for us to love it. I could write for another hour what else they could have done differently but I am sure the team who worked on it knows better than anyone else what they wanted to accomplish.

Halo for me wasn’t ever what Destiny turned out to be, nor was it Call of Duty or Battlefield. Or Fortnite or Apex or Titanfall. Where I started with Reach, Halo was always about the fire team. Being an individual in a group working together to accomplish something heroic. I know for a lot of players Halo was first about playing as Spartan 117.

Master Chief. Blasting alien bad guys with a likable woman AI sidekick and delivering great one-liners in that iconic lead guy voice, this time in a giant open world environment. A face on the front of soda cans and bags of chips and boxes of cereal, a brand almost as recognizable as Star Wars. I have reservations and doubts about the character of Master Chief, who for some people is their Luke Skywalker in this story, but other people may wish to see more of themselves represented on screen. I get this is their “spiritual reboot”, but I hope 343 builds on the amazing cast they had assembled for the previous stories and continues to push the idea of Halo as a larger world than just John and Cortana.

I digress. To be fair, I don’t know exactly what an average week will look like in the life of a Halo Infinite player. The Destiny comparisons above might be totally inaccurate. If the Master Chief Collection or Halo 5 were a good indicator, it was a mix of incentives from both replaying story missions and playing various cooperative and competitive multiplayer modes. On paper, this is pretty much any successful game with live seasons today, but I don’t think any publisher is too big to get this wrong.

The genre today is flush with worlds that built on the success of early titles that include Halo, and a publisher may be motivated to make “the next Apex” or successor to the other title I’ve referenced already. No Brand Too Large to fall over itself to copy a new formula, like Battlefield launching the equivalent of straight to VHS (yes I’m old) title, skipping story mode completely in favor of a large format team battle that looks nothing like the ones it pioneered because that apparently worked OK for another recent title. Banking on microtransactions when they have been broadly frowned on as bordering on predatory. Halo is not and never was any of those things. This doesn’t have to be billed as “a return to form” if they just.. not try to be something else.

Halo Infinite may have launched without co-op story mode for valid reasons, one envelope pushed at the expense of another. I just hope the teams working on it were allowed to deliver the Halo they dreamed of working on.

My wife and I will see you on Zeta, in one game mode or another.

Half Of My Heart Is In Havana – Far Cry 6

far cry 6 Dani in the capital city of Yara, car, high rise apartments and poster of  Antón Castillo
image credit Ubisoft Far Cry 6 fan kit

Set in the fictional Caribbean island of Yara, Ubisoft’s Far Cry 6 is a showcase of adrenaline and breathtaking locale. The series known for its over the top action and darker themes borrows at times from real life events, and like the Camila Cabello song you might hear on a radio in the game referenced in the title of this review, is very much based on a real place.

The richly detailed environments push the limits of even the highest end gaming hardware today, setting a high bar few other games released this year could approach. It flexes first its credentials as an action title, and then sets out to establish a story the player cares about. Or stories, plural, as it plays more like a good show on Netflix. Here in the finer details is where everything could have gone wrong, but turned out to be the best risk they had taken yet.

Dani Rojas, cover image with rifle and red smoke

The return of voiced protagonist to Far Cry is Dani Rojas, a reluctant heroine who at the onset of the game dreams of a better life away from her homeland in Miami. Unlike the previous protagonists in Far Cry games, Dani gets a full part on camera during dialog and in cut scenes. The difference is just the first way the team set this apart from the series before it, and it is not a small detail. The way the character interacts or even comments out loud on the world around her takes this further, even down to the way she occasionally hums or sings along to the radio while in the car. It is through her eyes and experiences the world of Yara comes to life.

Opposite Dani is the villain Antón Castillo, the Yara’s El Presidente played by Giancarlo Esposito. For a series known best for its iconic bad guys, they did not hold back creating a part that seemed made for the actor. The character of Antón steals the scene – commands it – whenever he speaks. It is very effective storytelling.

Antón Castillo , close up of expression as he listens

The narrative and writing teams on Far Cry 6 put their best work into the depth of cast and individual stories told in each of the regions explored in the game. The people Dani meet are the heart of the game, from families impacted by Castillo’s regime to farmers and musicians and artists or resistance fighters ranging from street gangs to veteran guerillas of generations prior wars. The struggles like those of the Montero family or Radio Libertad are the ones that really grabbed hold of me and did not let go. Far Cry does a good job of being both a game for fun and not losing sight of the bigger picture, giving each location the time and attention to detail to do it justice. I never felt in a hurry to leave an area, and fell in love with the characters I met. The stories felt personal. This was no accident.

Ubisoft described some of the work that went into creating the world of Yara, and the real places they visited and people they interviewed, including family of guerillas who lived through similar events that would serve as a backdrop for Dani’s journey. Every writer, artist, musician and actor who worked on it spoke seriously on the inspirations they found that went into the game. Their stories were important to them and the evidence is in the results. The Montero family seemed less like quest NPCs and more like people you might actually know and care about.

By the time the credits rolled I felt like I had been a participant in something extraordinary, and found myself thinking long after on what I had played.

If you had played the previous Far Cry games and are curious, Far Cry 6 does not “end” after the main story and has plenty to do after. I completed the main story in about fifty hours with time spent on most of the side stories, which I felt was a good length for the game. Assassin’s Creed Odyssey for comparison was around 110 hours, counting only some of the side content.

I am looking forward to the DLC content for Far Cry 6 which includes stories from three other Far Cry games focusing on the villains Vaas, Pagan Min and The Father.

sun rise in Yara, scenic view from atop a hill. far cry 6
Far Cry 6 screen shot taken on Xbox

“Sable” – Brilliance in simplicity

Sable Game screenshot rider on bike, dust trail and city in the distance

I don’t have a clear memory of how I was recommended to pick up Sable. Whichever games writer it was, I should thank. Developed by Shedworks, Sable quietly upended my gaming nights, challenging the notion that one had to suffer to grow or to fully appreciate the challenge of a video game. It is a masterpiece in simplicity, driven by a curious spirit and subtly. Sable is an exploration dream game that I am happy exists today.

Sable tells the coming of age story of a young girl who must leave home on a journey called The Gliding. Gifted the power of the “Perpetual”, she can hover to glide from one high point to another. Her only other boon is her hover bike, which she shares an almost spiritual connection with. In The Gliding she will discover new places, help others and when she is done, choose her mask.

The symbolism here simultaneously overt and loaded with subtext to ponder. Through the tasks she completes and places she visits, she earns and collects a number of decorative masks that tell a story of how she earned them or an idea they represent.

Featuring virtually no sense of conflict of any kind, danger of dying or punishing loss of progress, Sable sets itself apart in simple expressions of wonder. A detailed room in a ruin, or view cresting a hill and the mere suggestion there may be something to see or find further on. The exploration and climbing puzzles do get progressively more challenging and always assumed some degree of thought to solve, but never felt like tests of patience or frustrating.

sable climbing a difficult slope

The characters are well written and likable, anchoring the lighthearted tale. The beautiful style of art has to be seen in motion to fully appreciate, and makes powerful use of lighting and changing colors to bring the cell animated world to life. The original music score by Japanese Breakfast may be one of my favorite details, redefining what it might mean to actually unwind while enjoying a game. The music is soothing, playful and perfectly matches the setting. One could almost imagine the world built backward to accommodate the sound.

Sable is one of the very few games I played until I had every achievement unlocked. It was worth every moment. I still find myself thinking about the story, the characters and which mask I ended up choosing in the end.

The game is suitable for all ages, kids young and old as they say. At time of writing, it is available on Xbox Gamepass.

sable riding hover bike with light trail in a high contrast forest at night

My review of “Lost in Random”

image credit EA – official store pages for the game

“Lost in Random” is delightful, different in the right ways and drop dead gorgeous. Told in six acts, this puzzle exploration adventure follows Even on a journey to save her sister Odd from the nefarious Queen of the Kingdom of Random. The art style is a triumph of twisted dreamscapes telling a distinct story of each of the areas in the Kingdom. While one may be tempted to compare the trip down the rabbit hole to one or more other popular stories with unusual styles of art, Lost in Random seems quite comfortable being itself instead. Setting itself further apart is the combat gameplay and your adorable companion, Dicey.

Battles in Lost in Random put the player much closer to action than most 3rd person floating camera style games, which is where the zany art and fantastic animations really shine. Collect and draw “at random” one of many ability cards, which Even executes with a bodily toss of her dice friend. Some grant her a sword or bow, heal or shield her or unleash havoc in a number of other creative ways. Even’s voice actress plays a big part in setting the tone for fight sequences as the spoken lines not only pair with direct actions, but also continue the specific scene within the story. Combat never felt like an interruption in the story, and some of the best dialog between Even and the numerous adversaries she faces takes place in the thick of an encounter. The end result is a huge compliment to the voice talent that worked on the game and feels almost like a stage performance in several parts.

I reserved my last compliments for the character and story writers – I felt very engaged in what was easily a storybook come to life from the start. They hit all of the right notes – a lot of laughs, a few tears and many characters that were memorable because they were different.

Lost in Random is not exceptionally difficult but did get tough in a few encounters. I played it in approximately one sitting per act – about a weeks worth of evenings. It would be possible to complete much quicker if you rush through.

Lost in Random, night in Two Town.
Even and Dicey admire a mysterious mural

The Ruins of Listening Post Five – Part 3

A short story set loosely in the Destiny 2 universe. This is Part 3. Read Part 1 here.

Clouds of pale pink mist punctuated the darkness where Phoibe had finally rolled to a stop under stories of wreckage. The space was no higher than a crawl. Davi had lost his light stick while bouncing on his way down, which was somewhere in rubble above. They had come to rest on a thick mat of the bioluminescent growth, this writhing carpet swollen with mature flowering spores that burst when disturbed. While the fungi were a pale green color approaching white at a distance, the dust released as a deep hue of violet before igniting into luminous pink in a suffocating foul odor. Phoibe could hear Davi no more than a meter from where she lay, coughing quietly, but could see nothing but the glowing cloud. It felt like a trick on her eyes to see the spot illuminated so clearly by the fungi, his gasp of breath in arms reach, and no sign of Davi.

She began to reach out a hand biting back a sudden flash of sharp pain in her arm. Even in the half light she could see her arm looked terrible, streaks of black already visible from a break. Trembling with severe pain, she clutched her arm close and low to her chest, using her good hand to scoot closer to where she thought she could feel Davi was in the patch of floating spores. Touching his back, she was relieved when he responded. He was completely invisible to her but for a faint cool grey dust that seemed to adhere to moisture on his face and elsewhere. He was regarding his own hands with wonder.

Phoibe pouted with a soft cry, seeing some of the wet on his face seemed to come from a swollen cut on his brow, but smiled through tears at his perpetually cheerful expression. He somehow always looked happy even when he was showing concern, as he had noticed how she was holding her arm.

“You’re hurt!” he protested her attention, but they were quickly interrupted.

Footsteps. Something massive was walking nearby, and it had the gait of one tall or upright. The footfalls were so heavy they could feel each step distinctly by the way the ground yielded. It was a slow, deliberate step. Something searching.

Through a gap between layers of concrete ahead of them they could see a larger chamber completely taken by the unusual growth, an eerie spectacle of contrast between neon glow and the black pools of settled water. There was a waver in the air itself of suspended dust and spores that moved like fog. They could only make out an interruption in the light, a passing shadow of the beast, but it was colossal.

Before they could act or think, the pile of concrete slabs above them was roughly disturbed, being cast aside like they weighed no more than sticks. With nary a split second to flee they hurried out from the spot of thick growth before they were crushed, the silhouette of the towering beast above them. As Phoibe dashed into the first patch of cover she could reach, an even thicker mat of growth that had raised like tall stalks of bulbous grass, she caught just the profile of the beast’s feet and legs – chitinous plate and gruesome carapace – it stood like a man, but tall as a house.  

A short distance away she spotted Davi, grey dust drifting away from him as the effects of the spores wore off, revealing him. The oldest of the alien fungi nearby quivered like it was alive, a darker shape moving within it that made a sticky wet sound. At the base, fist-sized larva wiggled oblivious to her presence. She recoiled from the noxious mass, keeping a close eye in the direction she had last seen the beast.

The room they had fallen in looked like it was at the lowest level of the collapsed main facility they had entered at; below the spot their football had rolled to when they got into this mess. Up a steep scramble of debris she could see the freight elevator, still stuck where they left it by a beam lodged beneath it. From the shattered space above it she could see a hint of moonlight.

Close by, Davi drew her attention to a series of blight coated burrow-like tunnels, made by something about their size. The pungent stench like acid they had smelled when they first entered the facility was strongest there, glistening like mucus on the oozing membrane walls. As if to answer her next question about what made the tunnels, they heard echoing through the tangle the chattering whine of the first creature that had been stalking them since they entered. Or from what they could hear, several creatures.

The sound of claws skittering became numerous, the behemoth in the chamber with them stepping faster to another pile of rubble, over turning it as it continued to search. Phoibe looked to Davi, and then the tunnels. The beast had not seen where they went, yet. The tunnels were far too small for it to follow and were how the other creatures would have been navigating the ruins. Davi opened his hand to show Phoibe he had picked a second violet flowering bud from the fungal mass. He handed it to her, eyes steady in the direction the monster was digging. The crash of concrete and steel was thunderous.

Inching towards the slimy pathway, listening for any sudden movement, they heard another sound. Noor, Galen and Peyton were calling out for them from somewhere through the largest impassible section of the debris pile the tunnels seem to intersect through. The scurrying sounds of the predators moved together in the direction of the other children. Phoibe and Davi exchanged a look of horror.

They entered the first tunnel that seemed to climb upwards, although just in a wide curve to another section of the same unstable section of wall. It connected to several other burrows, ahead in which they could hear a clamor of claws and teeth headed the other direction. As Davi emerged from one side with Phoibe close behind, they could see Galen and friends had found their way to a dead-end ledge a little higher, near the direction of the ventilation shaft they had fallen from. It was a sheer drop from them down to a heap of broken concrete below. The whine of the hunting predators grew into a frenzied pitch. Davi and Phoibe could hear the other children begin to panic as the sounds raced towards them.

“You have to run!” Phoibe called up to them frantically. “They can see you!”. The behemoth made an alerted snarl, then began to roar as he turned toward Phoibe and Davi just a few dozen meters away. It was an unearthly sound not like a beast that drew air, but as if it emanated from within. It sounded like pure agony and twisted hate. It stomped into the moonlight, revealing in full terror the might of the colossus and its massive, bone axe rent like a singular cruel thought. It was the visage of a heavily armored man, or the mockery of one, twisted horns and rows of black spines.

Quickly, Phoibe burst the violet blossom covering her and Davi in the spores just before the spot where they stood was fully launched into the air by the earth-rattling charge and swing of the beast’s axe. Tons of concrete, steel and fungi rained down across the chamber, causing the main pile of debris to shift suddenly until the entire installation was shaking violently in a landslide. Noor, Galen and Peyton’s screams mixed with a deafening roar of rocks and beast alike as the behemoth surveyed the clear spot for the children. High above, the beam barring the freight elevator had dislodged. The elevator made a jolting movement and loud buzz, a dusty yellow indicator light near the switch clicking on and off a warning. It was still stuck between floors on the heavy chain and pulley lift.

Davi and Phoibe, still shrouded by the pink vapor, emerged from a now severed length of burrow several stories higher from where they had vanished. “Galen!” Phoibe called out, knowing the beast would also hear. “The elevator!” The creatures pursuing them were drawing near, fast.

Galen looked up the shattered interior of the installation’s frame where the lift was stuck, and then to direction Phoibe’s voice had come from.

“They can’t see us, either” Phoibe remarked to herself after seeing Galen’s expression. The beast too had turned to look without immediately spotting them. The spores were already beginning to turn to dust and fall away.

Davi moved further into the open, getting a clear view of the lift and switch housing. The spores drifted from him in a cloud of dust as he was illuminated by the moonlight. The beast’s gaze snapped to him as it began navigating the uneven concrete platforms up to where he stood. Davi held his position, although not without a bit of a tremble in the knees.

“Galen!” Davi called out, relieved when Galen could see him. “Pass me the ball!”

With only a moment’s hesitation, Noor and Galen realized what Davi could see. Noor lobbed an overhead pass to Davi, who caught it and quickly turned and threw it at the switch box. A hit, but it did not depress the switch. It bounded far below with a hollow bounce as everyone’s hearts fell.

Phoibe spared not a second, sliding down the slick filth of the burrow to the bottom. “No way this works..” she whispered to herself before rolling to a stand, cradling her broken arm. “Hey!” she shouted at the beast.

Everyone stopped. For a split second even the sound of settling rubble was quiet. The beast turned for just a brief glance back at her as Davi bolted from where he stood. Phoibe ran at the ball with a skilled heel strike pass back to Davi, who spun to kick it back up. It sailed past the beast, striking the switch with force before rebounding further away. The elevator buzzed loudly and began to descend.

The beast roared in anger, breaking into a full charge at Phoibe. Phoibe let out a scream and gave chase, running across the opening to a newly exposed gap in the collapsed layers she had spotted. Davi made a running jump and caught the edge of the lift, now low enough for him to reach.

The creatures burst from the system of tunnels behind Galen, Peyton and Noor who were still pinned against a sharp drop. They were forced to jump with a terrified cry. They hit the slope in a tumble, howls of pain as they crashed uncontrolled into the wreckage. The enraged beast having lost sight of Phoibe now turned to them. Above the creatures had already adjusted route, losing almost no ground in their pursuit.

Phoibe emerged from another partially blocked hallway near them, motioning urgently for them to follow. They then arrived at the same conduit and stairs they entered by, the inhuman creatures now only meters away. The friends raced to Davi, who quickly hit the switch twice to reverse the direction of the lift. Galen made the leap first, then Peyton and Noor. Together they helped Phoibe up, gasping at the pain in her arm and shoulder.

The lead creature made the jump, knife-length claws tearing into the edge of the lift. It was not much larger than any of them, protruding spine and faceless with rows of hideous sharp teeth. It was a color like jaundiced flesh, coated in the same mucus as the tunnels. Its shrill whine drew screams from all of the children as it climbed up, swinging wildly at anything in reach. It tore into Noor’s leggings and boot. Peyton and Galen pummeled it with kicks, pushing it back. It struck Peyton in the leg, knocking them down as blood spilled from an open wound. Noor grabbed Peyton pulling them away as Davi landed a kick hard enough to knock the beast almost completely off the lift. Phoibe could see the other two nearest predators were quickly taking alternate routes to the top floor to intercept them.

Galen and Phoibe continued kicking with their boot heels until the beast lost its grip on the edge, plummeting below.

 


The children emerged from the facility into moonlight, Galen and Noor supporting a badly injured Peyton as Davi helped Phoibe. They were running as fast as they could, but no where near fast enough to outrun the second and third of the creatures. The roar of the behemoth could be heard deep from inside. Across the grassy lot was a sudden burst of bright halogen lights. It was Noor’s mother, riding her hoverbike-like sparrow.

She dismounted the sparrow and unshouldered a long rifle in one smooth motion, the practiced aim of a seasoned sharpshooter. Two shots rang in the night, felling the pursuing monsters only steps from the facility. She kept her rifle steady on the exit as the children crossed the lot to where she waited. Others from the village soon arrived, embracing and tending to the children.

Noor stood by her mother, who did not look away from the direction the beasts had emerged. One by one, the words waiting on Noor’s lips fell away, watching instead her mother’s expression. Even as the others mounted up and started to ride back to the village, Noor and her mother remained there until it was quiet. Once they were alone, Noor’s mother finally turned to her.

Her expression was more of relief than disappointment, but Noor felt both just from a glance. She turned back to her sparrow, freeing a bolt of rolled, woven cloth from the side which she then laid out. As it unrolled, Noor could see inside a long stake fixed to a sealed radio housing and an expensive-looking antenna. She recognized the old cloth as one from their home that had been undisturbed at the bottom of a stack but had never seen the unusual piece of equipment. On the housing she recognized a symbol she had seen on gear used by soldiers of the Last City. From another saddlebag her mother withdrew a canister of reflective paint.

Noor watched quietly as her mother painted a large symbol on a clear spot of concrete barricade, two concentric half circles over a shape like a doorway. She then planted the device firmly in the ground nearby. With a click, she activated it. It started a steady blink and chimed out a distinct radio tone.

Her mother turned to face her, neither saying anything until after moment. “What of your sister’s football?” her mother asked finally.

Noor’s expression sank. The lengthy story of what they had been through inside danced across her features until she looked down, defeated. Meeting her mother’s eyes again she spoke up. “It’s still lost in there. I’m sorry.”

Her mother lifted Noor’s chin and pulled her into an embrace. She looked to the stars, and then the horizon. Noor looked too; her mother seemed to be scanning the night sky for something she expected to see.

“You’ll get it back”

Thank you for reading!
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