Saturday, August 31, 2024

Disco Elysium Review

 (Originally published to Glitchwave on 8/1/2024)













[Image from glitchwave.com]


Disco Elysium

Developer: ZA/UM

Publisher: ZA/UM

Genre(s): Isometric CRPG

Platforms: PC

Release Date: October 15, 2019


I can’t believe I’ve been regularly reviewing video games for over four years now. This productive byproduct of the plodding COVID-19 quarantine and my existential ennui of post-college life has encompassed a significant amount of my time and burned through my mental energy like how a sports car chugs gasoline. I’m still not entirely certain what the overarching goal of all this writing is to be honest, but I’m always quite astonished by the sheer volume of video games that I’ve thoroughly divulged. Back in early 2020, when the prospect of publishing written works on video games via the internet crossed my mind, my lack of confidence led me to only cover games that I knew better than the back of my hand in fear of unjustly treating a loftier title to a ham-handed, shallow writeup. Parallel to writing my first five reviews of safe and familiar games from my childhood was my initial playthrough of Persona 3. That game enriched my early quarantine weeks to the point where it laid on my stream of consciousness so stubbornly that I simply couldn’t shake it. I had to expel my thoughts and emotions regarding my experience with Persona 3, so I took a risk talking about a 70+ hour-long JRPG with explicit and weighted themes of death and suicide. I’d consider it to be one of my least satisfying reviews in retrospect but at the time, I was beaming with pride at how much writing I was able to accomplish in a short period. Since then, I’ve approached hundreds of different video games and felt little to no apprehension involving the evaluation process. I’ve drawn parallels to No More Heroes and the punk rock subculture, acted as a tour guide through James Sunderland’s five stages of grief in Silent Hill 2, and wrote most likely the most scathing diatribe about The Last of Us being the most overrated game ever to exist (and I meant every word of it). I am now the indestructible Achilles in the realm of game reviews, or at least having the confidence comparable to an unconquerable warrior in this field is advantageous in blazing through every conceivable game known to man. However, there is one video game that I suspect will strike at my proverbial heel and reduce me to my initial diminutive state of uncertainty, and that game is Disco Elysium.

Why is Disco Elysium the one video game that still makes me quiver in my boots at the thought of dissecting it? Why have I procrastinated on delivering an insightful evaluation of this particular title in the interactive medium? Well, in what is either a healthy case of humility or damning self-deprecation, I can already detect that Disco Elysium is smarter than me. The key to analysis is to arch all of a work’s attributes through its hidden context and divulge the marrow of the piece through researched insight. One distant peek at Disco Elysium tells me that this game is already arched like the Gateway of St. Louis, and it's also filled to the brim with liner notes to the point where it's congested like a Japanese subway car. The title alone sounds like an unpublished Thomas Pynchon novel, and it's not like the hermit writer crafts digestible young adult genre fiction equipped for the dry and inert types of beachgoers. At first glance, Disco Elysium is denser than the blinding abyss of all five oceans and rattles the foundation of customary storytelling standards and practices so vigorously without any intention of sticking to elemental narrative formalities that adding another “post” prefix to the postmodern descriptor doesn’t seem redundant in the slightest. However, despite my prevailing sense of trepidation, I have to bite the bullet and explore the meaty trenches of Disco Elysium. For the patient and distinguished gamers of 2019 who sought to experience something fresh beyond the casual fare of Fortnite and Apex Legends, Disco Elysium was being extolled to the extent reminiscent of how Resident Evil 4 and BioShock were received upon their release: with absolute glowing adulation that reached the soaring echelons of gaming’s greatest. So, what’s a moderately intelligent person with an English degree to do in the attempt to meet Disco Elysium at its formidable, towering eyes and conquer it like the beastly dragon it has been rumored to be? Must I binge the works of Marx, Sartre, and Camus like I have a literary eating disorder? Should I enlist back into my university and spend thousands of hours and money pursuing a master’s degree in philosophy with a minor in social policy, and would they deny me my diploma if I informed them of the impetus for this academic endeavor? On second thought, I probably don't have to indulge in some seriously extraneous research to penetrate Disco Elysium’s ultra-guarded core. This isn’t a comment on the intelligence of the average gamer, but I doubt this game would be heralded to the astounding extent it has been if it were truly as abstruse and inaccessible as it appears. After trusting this intuitive thought and lowering my guard to finally play Disco Elysium, I find that it’s perfectly approachable. However, the game’s overall content still makes reviewing it an especially challenging excursion. Lord, give me strength (and a hearty brew of coffee).

Quintessential narrative introductions such as “once upon a time” or “long, long ago” are too cliche and guileless for Disco Elysium. Beginning Disco Elysium is akin to the penultimate entrance for all organic life: birth. Or, at least the game subtly comments that arising from an unconscious slumber where all of your primal cognitive faculties are jolting you awake with faint and incoherent mumblings is similar to exiting the womb to the realm of sentience. However, given the destitute state of The Protagonist’s room and his ghastly visage, one might regret abandoning the void of sleep. With context clues given by the NPCs in the first-floor cafeteria of the Whirling-In-Rags establishment, this middle-aged lush who resembles David Crosby coming down off a wicked bender (who I realize is just David Crosby) is a police detective assigned to investigate the murder of a man whose body is hanging by a tall tree branch in the hostel’s courtyard. Actually, the identity of The Protagonist could very well be the folk-rock superstar, for he’s imbibed enough intoxicating substances into his bloodstream that he’s debilitated himself into an amnestic stupor. With the aid of his crime-fighting partner, Lieutenant Kim Kitsuragi, it’s just as vital that the nameless detective find himself as it is to seek out the perpetrator behind the apparent lynching. At its bare essence, Disco Elysium is an interactive detective story revolving around the typical crime sniffed out in these scenarios: a plain ol’ homicide. This common catalyst for police sleuthing presents a sturdy base to balance all of the convoluted content that the game bestows, and the developers are exceptionally wise to understand that an elementary plot premise was necessary to hold their game together.

However, the central conflict of Disco Elysium is the only aspect of the game I’d describe as simple. For one, the word itself has far too few syllables. Disco Elysium is classified as an RPG, but the gameplay hardly involves The Protagonist and Kim taking turns to topple the suspected murdering scumbags by shooting them on sight and racking up more bodies than what they were initially assigned to deal with. Disco Elysium is staunchly a western breed of RPG where other facets of the role-playing framework take precedence over combat. Specifically, Disco Elysium is of the “isometric CRPG” variant, a branch stemming from trees that are exclusively grown outside of Japan that grew to a level of prominence in the late 1990s with the first two Fallout games and Planescape: Torment. The latter of the two examples mentioned has often been described as “the best book that you’ll ever play,” a tagline sure to strike either fear or ambivalence in the hearts of gamers for alluding to what is perceived as a polar pastime to theirs. As of writing this, I haven't even taken a curious glance into Planescape: Torment to affirm that anecdote, but I can certainly confirm that the statement is just as applicable to Disco Elysium. The majority of the game’s mechanics revolve around conversing with NPCs and navigating through The Protagonist’s internalized stream of consciousness, echoed to the player as a frame of reference to the inner workings of the man they are piloting. Striking up conversation with any of Martinaise’s fine folk is usually a commitment, as the multiple blocks of dialogue and descriptive prose tend to scroll on for longer than the rough draft of the Emancipation Proclamation. By the closing remarks, a half hour in real time could’ve potentially passed and the player will have forgotten why they drummed up this prolonged discourse in the first place. Depending on which version of Disco Elysium the player has selected, voice acting may not be featured to accommodate the thick and wordy chunks of text that seem to flow endlessly from the right side of the screen. The colossal volume of text the player must absorb is most likely the primary source of aversion pertaining to Disco Elysium’s imposing grandeur.

The sheer abundance of text would present a detrimental dilemma for the game if the developers weren’t such astute character writers. Martinaise’s denizens are definitely the shining stars that provide a hint of effervescence in their otherwise dismal surroundings. Garte, the acting manager of the Whirling-in-Rags, certainly isn’t the most cheerful or obliging person working in customer service. However, his constant irritated, yet understandable, indignation towards The Protagonist, who's been trashing the hostel room he’s been staying to the point where it’s uninhabitable, always provides comical banter for when it’s time to pester The Protagonist for his nightly rent payment. Rene and Gaston, two elderly men spending their twilight years playing petanque in a crater located in the Martinaise waterfront square, have known each other for so long that they bicker like they’ve been married for over half a century. Blocking the gate to the harbor like a bouncer to a nightclub entrance is Measurehead, a monolithic powerhouse of a man who possesses an encyclopedic knowledge of the history of every (fictional) race residing on the Le Caillou archipelago. As harmless as his anthropological expertise may seem, all it amounts to is a fuel used to contemptuously condescend towards anyone who doesn’t share his “superior” Semenese genes and anyone who doesn’t share his racist sentiments. It’s almost sad that someone with such an impressive scholarly aptitude is wasting his talent on inflammatory rhetoric. The NPC who I find the most entertaining is Cuno, an adolescent delinquent who is found tampering with the crime scene behind Whirling-in-Rags. He and his female equivalent peering over the tall fence, a character simply dubbed “Cunoesse,” speak with such abrasive vulgarities that even a sailor would drop their tankards of rum in shock. I didn’t even think any piece of media could get away with characters using the word “f*ggot” these days, and these two redheaded brats use it as liberally as Tarantino drops the N-Bomb in his scripts. The gutter language these two would spew never ceased to astound me, and hearing it through their thick cockney accents makes it incredibly amusing. Even when characters are expositing lore, the dialogue somehow elevates the text to where it's still engaging on the merits of entertainment. That’s quite the skill for any writer, much less one that works in the realm of video games.

But of course, the entertainment factor of Disco Elysium’s dialogue is conditional to The Protagonist’s responses. Whenever it's his turn to speak, the dialogue branches offer a plethora of options that will divert the conversation to several different territories. The choices depend entirely on the character and the context of what they’re saying, but the game will always present the player with a number of divergent pathways regardless. The Protagonist can either respectively comply with what he’s being told, interrogate them further with the power of the badge, antagonize them, or respond with a non-sequitur that no one of sound mind would ever utter in polite society. Given that the game’s progression is reliant on conversing with NPCs, one can infer that choosing the correct line to speak is of the utmost importance. The particularly important lines of dialogue that progress the game are highlighted in either white or red, with the lighter color signifying that this line can be spoken properly again if The Protagonist experiences sudden apprehension or fumbles over his tongue. The red ones can only be attempted once, and an unfortunate roll of the dice (literally) will permanently erase the opportunity to engage in the most spontaneous and deranged actions and dialogue lines. Still, the repeatable options are also categorized by boldness as well. The Protagonist needs a boost of gumption to ask the fish village dweller Lillienne on a (strictly platonic) date walking to the frozen peak of the western region of Martinaise, convince Gaston to part ways with his scrumptious, super-sized ham sandwich, and roundhouse kick Measurehead out of the way of the harbor gate control unit instead of espousing his racist bullshit. Both red and white dialogue checks vary greatly in their likelihood of success. Some only need casual assurance, while some steeper statements are in the realm of “impossible” or “godly” that not even Fonzie is suave enough to avoid backlash upon saying it. The percentage of success can increase favorably depending on several contextual factors found in nuggets of information during a conversation, but they can also decrease those chances depending on The Protagonist’s methods of extracting the necessary context. Sometimes, whiffing a desired line can consequently subtract either The Protagonist’s health or morale, two units of vigor that the player must keep in mind, lest they suffer either the total physical or mental deterioration of The Protagonist. Common sense should be the vital tool in ensuring that neither health nor morale is damaged during conversation, but what’s the fun in making conversation if the player is discouraged from experimenting? Buy enough nosaphed and magnesium from the Fritte kiosk with the leftover reál from the rent payment and Bob's your uncle. Putting progression up to a game of chance might seem unfair or counterintuitive to the requisite skill ceiling that justifies gaming’s designation as a unique artistic medium. In practice, however, the risk and reward of rolling the dice to correctly say the special response is a tense and gratifying thrill as its gambling connotations would indicate. It’s especially exciting when the odds are stacked against the player and they still manage to eke out a victory regardless.

If the cards are not in your favor for completing the white-checked piece of dialogue, unlocking it again after fucking it up can be achieved through upgrading the character stat that coincides with the nature of the response. When I stated that Disco Elysium’s RPG mechanics were heavily character-oriented, I was still understating the full extent of what it entailed. Disco Elysium’s stats are very similar to how Fallout organizes the attributes of the playable character. The player is given the choice of an archetype of sorts with their own strengths and weaknesses relating to their base acuity pertaining to a number of physical, mental, and social characteristics. Since combat is seldom a relevant factor in Disco Elysium’s gameplay, the game compartmentalizes every conceivable construct of the human psyche and integrates it as a character statistic. There are four general psychological constructs, and each of them has six subdivisions that correlate with the nature of the broader cognitive concept. Intellect relates to the sharp mental prowess of logical reasoning, rhetorical perspicacity, and encyclopedic knowledge on a myriad of subjects relevant to greater Revachol. Psyche stats relate to more innate emotions such as empathy, volition, premonition, and the ability to sway others with either subtle suggestion or authoritative assertiveness. Physique pertains to primal sensations of pain, fear, pleasure, and discomfort. Lastly, motorics are all about one’s reactive skills such as hand-eye coordination, composure, perception, and the ability to not act boorish around other people. Whenever the game’s narrator acts as The Protagonist’s inner monologue, at least one of the psychological attributes will be assigned to the line depending on the context. It will seem as if The Protagonist is housing twenty-four different personalities in his head, which is an interesting way to interpret the convoluted flow of the human consciousness.

Parallel to the game’s character stats is the “thought cabinet,” a collection of tangible, external concepts that The Protagonist can learn about through conversation and adopt into his own interests and or personal dogma. Once the concept is internalized via a selective series of slots, new dialogue options are unlocked, and potentially an increase to a number of stats. “Hobocop” seems to be the prototypical mental manifestation for its fitting alignment with The Protagonist’s propensity to wallow in waste, but I quite like the “homo-sexual underground” and “inexplicable feminist agenda” for the potential hilarity that might ensue. If these thoughts do not come with perks, the player can always mix up their stats by wearing clothes that come with differing stat variations leaning in either positive or negative effects. However, the game stubbornly persists that a particular stat must be boosted manually through leveling up to bypass the failed white check lock, but what is the player to do if that stat is part of an inherent character blindspot. Do drugs! No, seriously: smoking nicotine, taking pyrholidon, consuming alcohol, and snorting the shit out of some speed will extend all stats of a horizontal column by one unit past the base capacity. Using these substances will come at the cost of The Protagonist’s health and morale, however, so use them wisely. I don’t know if it’s the obsessive-compulsive side of myself talking, but the array of thoughts and their utilization is probably my favorite mechanic in Disco Elysium.

Besides digging through each dialogue wall for a particular response, the bulk of experience points in Disco Elysium used towards increasing the stats is gained through completing quests. It’s perhaps the most noticeably typical aspect of Disco Elysium’s RPG makeup, no? On top of the chain of quests relating to the primary, overarching murder case, plenty of Martinaise’s residents will keep The Protagonist and Kim on commission to aid in their subsidiary predicaments. The slimy, corrupted union leader, Evrart Claire, will task The Protagonist with subordinate work, getting signatures for a construction project at the most professional and breaking and entering into someone’s private domicile at the seediest. Frumpy, fuddy-duddy bookstore owner Plaisance is highly distraught when (and if) The Protagonist opens the curtains to the store’s “forbidden section,” a condemned area where all of the former businesses that shared the same zip code bellied up. The Protagonist is sent to investigate Plaisance’s superstitious notion that a supernatural entity is dooming every business in that spot to bankruptcy. He can also aid the search for “cryptids,” mythical animals studied passionately by the older couple of Lena and Morell. My favorite “side quest” in the game is aiding the entrepreneurial endeavor of four young music enthusiasts who wish to turn an abandoned old church into a dance club dedicated to their cutting-edge “anodic” sounds. The cast of vibrant characters you’ll meet during this quest line is too engrossing to pass up. In addition to the wealth of experience points awarded to the player, engaging in these quests unrelated to the hanged man gives the player an opportunity to soak up Martinaise on an intimate level. Between the shabbiness, the district of Le Caillou’s capital city, Revachol, evokes a potent melancholy that is too alluring not to bask in. Besides, how unsightly can this area be when it's portrayed in artful, expressionistic watercolors? I just wish the fast travel feature was more practical, for I contest that there are more than three notable areas around Martinaise.

Finding himself is the pinnacle of secondary quests that The Protagonist can delve into in Disco Elysium. Seeing this middle-aged man lying face down in nothing but his underwear in a state of pathetic indignity leaves a perfect first impression on the player. The scene also gives them a hint of why a handful of NPCs, namely Garte and his policeman peers over at his native Precinct 41, treat him with such brazen disdain. He’s a complete fucking mess; a total dumpster fire of a person who should ideally be institutionalized in a rehabilitation center or an insane asylum indefinitely until pigs grow wings and learn to fly. However, despite the initial impression and the popular viewpoint on his integrity, or lack thereof, The Protagonist is more than a vomit-covered bum whose occupational status serves as an indication that Revachol is in dire straits. I’ve been referring to him as vaguely as possible up to this point, for the reveal of his true identity is a genuine spoiler to a truly integral moment. The Christian name of the wild man with the mutton chops is Harrier Du Bois (or “Tequila Sunset” as he’s referred to by a group of wastrels he affiliates with). Before his streak of frequent inebriated episodes, his once-misplaced ledger reveals that he’s of the respectable rank of lieutenant double-yefreitor in the RCM. He’s managed to solve over 200 different cases during his extensive tenure and in that time, he’s averaged a remarkably low kill count compared to other officers in the same jurisdiction. Pretty impressive for a guy who's convinced his necktie is trying to coerce him into performing acts of debauchery. So, if Mr. Du Bois is actually an exemplary, nay; outstanding outlier in the RCM, why and how has he been reduced to the state of picking himself off the floor every morning in a stupor that not even Keith Richards could recover from? Simply put, his fiance left him and he took it upon himself to ameliorate the pain of loss and betrayal by pummeling his brain and nervous system with every and all illicit chemical compounds known to man. It’s a tale as old as time, and his fabrication of her as Delores Dei, the founder of humanism and the historical symbol of purity and beauty in Revachol, fully illustrates how deep his mental state has sunk. Becoming privy to Harrier’s personal history makes one realize that “Disco Elysium” isn’t a mindless combination of two enticing words coming together for the sake of marketing: it’s the rapturous state of consciousness that The Protagonist has formulated out of his chronic mix of uppers and downers. He’s taken the excessive and superficial aspects of the gaudy, late 1970s dance craze and obliterated his brain with the concoction to the point of hazy bliss. However, it’s fairly obvious that Harry’s coping methods are destroying himself and everything in his vicinity (especially his police carriage that he submerged into the snow during a drunken lapse of judgment). Fortunately, my interactive role as the player can either keep Harry clean from further idiocy or continue to ride this rollercoaster straight to Hell. At first, I directed Harry towards the path of degeneracy but as the game progressed, his detective acumen started to reemerge and some honest-to-God police work was completed. I didn’t let Harry give Cuno the speed that he confiscated from his dad, nor did I allow the anodic music group to sell drugs to finance their future club. I figured this case gave Harry an outlet to distract himself from his destructive habits, and the lack of indulging in his escapist fodder would eventually clear his mind and he’d rekindle his shrewd detective prowess through lucidity. I still had Harry take some speed, drink, and smoke cigarettes in moderation because I can’t expect him to quit cold turkey and live his life like a “Johnny clean cheeks.” Still, the fact that this character who has a storied background and clear motives can be altered and adjusted to act accordingly to either side of morality or degeneracy speaks volumes about the depth of Disco Elysium’s interactivity.

Perhaps my gradual pension for moral deeds and a competent working demeanor was incentivized by the fact that Kim was literally looking over The Protagonist’s shoulder and monitoring his every action at almost every waking moment. Collaborating with Precinct 51’s finest in the somewhat independent, grassroots RCM almost verges Disco Elysium into the realm of buddy cop territory. That is, if the comradery between the two officers includes one of them acting on pins and needles constantly in grave anticipation for potential embarrassment, unwanted publicity, or something inconceivably horrible caused by the guy who he’s been assigned to be by his side at all hours of the day. The dynamic between The Protagonist and Kim should naturally fit the archetypal “good cop and bad cop” cliche so overused that its mere mention should make everyone’s eyes roll. However, The Protagonist is both of those tropes while Kim is the rock-the support beam that balances his partner’s volatility. Kim is a cop with steadfast convictions, and unwavering professionalism that sets his sights on solving the murder he is assigned with The Protagonist serving as his only distraction. Kim is stoic, stern, and entirely straight-laced, minus his nightly cigarette that surprises even The Protagonist. Even though Kim sounds like a static and stolid character, why did I begin to dread the thought of disappointing him? Besides assisting The Protagonist in connecting the clues to the murder and providing support during interrogations, Kim also acts as a barometer for where his partner currently lies on the ethical spectrum. The liner notes of the ledger list many calculable statistics, and one of these numbers is “good cop points.” This number either increases or decreases from the starting point of zero, with positive numbers signifying adequate police work and negative ones for acting like an absolute menace. Where the cumulative number is placed also coincides with Kim’s disposition towards The Protagonist. Kim will start warming up to him and gain a newfound sense of respect and admiration for his partner if the amount increases and conversely, he’ll audibly sigh after every interaction and curse the day some moron gave The Protagonist the duty to protect and serve. Maybe it’s due to the fact that I became so accustomed to having him in close proximity throughout the game, but I genuinely grew attached to Kim as the game progressed. His wholesomeness is rather endearing and makes for humorous banter to bounce off of, and he possesses a smattering of secret eccentricities such as motor vehicle upkeep and pinball wizardry. Really, I enjoy Kim’s company because he seems to be the only level-headed person in Martinaise, someone who hasn’t lost their mind from general despair or political zealotry. Kim’s respect for The Protagonist is a two-way street, and the rightful lashing he dishes out to his partner for acting like a foolish jackass bordering on psychopathy pierces the player’s soul like being stabbed by a heated knife. Kim seems to be a reigning contender for the fan-favorite character of the game, so I’m not the only one charmed by the good-natured persona of this orange jumpsuit-clad lawman.

Kim’s judgment must have been the sole influence in guiding my behavior, for The Protagonist’s demeanor has little sway on the outcome of the murder case. After conducting a field autopsy on the corpse once the belt buckle holding him up has been severed from the tree limb, the main mystery of Disco Elysium’s plot progressively unravels a conspiratorial web of deception. Waking up in the Whirling-in-Rags on the second day will see the Hardie Boys setting up shop in an area with booths in the hostel’s cafeteria. The leader of this subsector of the union, the gruff, trucker-esque Titus Hardie, fully confesses that he and his gang murdered the man and hung him in the courtyard seconds after Harry casually asks him if he simply knew any little speck of information about the scene in the first place. In fact, Titus even details that his motive for conducting this impermissible offense was that the hanged man sexually assaulted a young woman staying in the hostel and it was an act of virtuous vigilante work. Figuring out that the hanged man was a mercenary hired on by the Wild Pines business conglomerate to intimidate the striking union workers that Titus and his crew are a part of certainly compounded the impulsion that led to the Hardie Boys taking matters into their own hands. Kim insightfully notes that no one would ever immediately confess to such a serious crime, so the core of the investigation is transferred over to Klassje, the rape victim in question who resides on the hostel’s roof looking contemplative. It turns out that the sex between her and the mercenary was consensual, so we can assume that Titus’s motives were spurred by envy instead of virtue. However, Klaasje’s aura and role in this investigation screams a certain film noir archetype that a Velvet Underground song forewarned would “build you up to just put you down” and “play you for a fool,” so her leads should be taken lightly despite the vital perspective she provides. From further prodding, it’s revealed that Titus and his merry band of men merely positioned the mercenary in the tree postmortem in an attempt to protect Ruby, a Hardy boy adjunct who operates the drug trade side project of the union who told them to stage the lynching. Klassje, or whatever her real name is, also admits that Ruby harbors a palpable lesbian crush on her, so her motive for whacking the guy from the window of her hostel room is clear as a diamond. Much of the later game is dedicated to tracking her down and once our police duo finds her under the floorboards, it’s likely that the player will roll the outcome where Ruby blasts her brains out with a shotgun after feeling trapped into dealing with the consequences of her actions. As the promising lead is literally blown to smithereens, the true climactic point of Disco Elysium awaits Harry and Kim in the Martinaise square: the tribunal. Obviously, the hanged man’s fellow Krenel mercenaries are none too pleased with the allegations that the Union killed their commander in cold blood, so the goons with the Michelin Man armor and semi-automatic weapons seek to spill Union blood as an act of retribution. Harry and Kim can intervene to try and simmer the scene down to a ceasefire with evidence, but the outcome of this duel with razorwire tension will always result in at least a couple of people on either side bleeding to death after shots have been fired. The red dialogue markers that further the scene also indicate that the result of the tribunal will practically be randomized and finalized, adding to the gripping unease of what is occurring. The tribunal is a frenzy of violence and chaos, and the uncertainty of the resolution is liable to make the player sweat bullets.

While there isn’t a section in Disco Elysium as heart-pounding as the tribunal, the result of the massacre is not indicative of whether or not the player came close to finding the true culprit. There are still plenty of unchecked prints to discover relating to the case, but a few circumstances of how the last few hours of the game will resolve vary depending on the outcome of the tribunal. For one, there is a possibility that our dear, sweet Kim Kitsuragi became a casualty in the crossfire and is either recovering in the hospital or has tragically ascended over the rainbow bridge. Either or, Kim’s absence will call for a substitute partner and hilariously enough, it’s fucking Cuno to the rescue. A genius, cunning ploy from the developers, indeed. For those of you who would rather not experience the final act of the game hearing rotten potty mouth every few seconds, reloading the game and bettering the odds of Kim’s survival will continue the regularly scheduled programming. Anyways, if the player is completionist conscious and has checked off every quest beforehand, they might be confused and annoyed that they couldn’t finish one where Harry tries to confirm the possibility that the bullet’s origin point could’ve been from farther away than up close and personal. Upon inspecting Klassje’s window, yet again, Harry deduces a fourth potential location: a remote island located at Revachol’s icy peak. Borrowing Lillienne’s boat, Harry and whoever is chewing his ear will venture to this dull rock to find that there is actually someone living and breathing on Martinaise’s least impressionable piece of land. The haggard geezer who camps out in the tall, dehydrated grass is Iosef Lilanovich Dros, but his title of “The Deserter” more than exemplifies the man’s life story in a nutshell. He’s a veteran soldier of the Revolution, a civil war that led to a paradigm shift in Revachol’s socio-economic practices. Or, at least he would be referred to by such a venerated title if he didn’t chicken out. Still, his paltry participation trophy is what kept him from being slaughtered like cattle, a fate that befell his friends who stormed into battle. Since then, the trauma of witnessing such brutality has led him to live a hermetic, off-the-grid lifestyle on the island for almost half of a century. To bide his time, all this decrepit victim of historical political strife does is spew vitriol on every Martinaise inhabitant, calling the bourgeoisie reptilian and the underprivileged, leftist working class a bunch of posers. Interestingly enough, one of this man’s other hobbies is shooting a rifle, and the trajectory of his position in relation to the Whirling-In-Rags matches the broken glass in Klassje’s window perfectly. With nothing to lose, Iosef details a full and honest confession that he shot the mercenary commander through his throat because he lusted after Klassje and was revolted by the sight of her fornicating with whom he considered to be a fascist cockroach. Harry calls his precinct to retrieve this guilty man from his location, and he returns with them back to Jamrock where he belongs.

Case closed, right? The whereabouts of the murder culprit are resolved and either Kim joins Harry as a permanent partner in his 41st precinct, or Kuno receives an avenue away from his drug addict deadbeat dad by enlisting in the precinct’s junior detective program. While all of the ingredients for a happy ending are pronounced, the end of Disco Elysium resonates with an ungratifying conclusion. I had been anticipating the unveiling of the murder and expected the revelation to elicit the highest sensation of success. I soon realized that the mercenary's murder is not the primary conflict in Disco Elysium, and the unraveling of the context behind the crime elucidates the game’s true ethos. Since the dawn of Revachol when it was a constitutional monarchy, the city and its people have consistently been in a state of unrest and woe. The former world capital has undergone more operations to change its appearance than Michael Jackson, and none have resulted in even an iota of tranquility or satisfaction. The developer’s home country was formerly a part of the Soviet Union, so the game is tilted towards a leftist political compass. Still, the game’s characters that represent these ideals are not moral, altruistic heroes striving for a better world. Many of them are racist hypocrites who are guaranteed to damage Martinaise as disastrously as the aristocrats they rebel against. Conversely, Joyce Messier, the Wild Pines representative, is quite kind and understanding towards Harry and aware of how the strikers perceive her even though she’s painted as the evil oppressor. Calling Disco Elysium “dystopian” would be a narrow assessment of the predicament of modern Martinaise. No one is outrightly subjugated, even though the tattered foregrounds would say otherwise. No, Disco Elysium’s summation of the situation can be boiled down to one damning concept: failure. Everything and everyone, regardless of class or credo, is failing and there doesn’t seem to be a solution in sight. This is why every circumstance in the game is left up to the luck of the draw, for any factored skill would better guarantee the likelihood of success. Disco Elysium is the only game I can think of where success and failure aren’t mutually exclusive, as the player can bomb miserably at every step and still complete the task at hand. Are the developers suggesting that human society is inherently erroneous and cannot exist under any governmental ruling? As harrowing as the “pale” is, perhaps it's the eraser this world needs to begin anew.

Because of Disco Elysium, I now subscribe to the myth that humans only use around ten percent of their brains. If this scientific theory is correct, then Robert Kurvitz is evidently the gifted outlier who can power all of his brain’s circuits at their full capacity. How else can you explain the original world he has conjured up that is so immensely rich and fascinatingly detailed that it is genuinely beyond comprehension how a human being could’ve fictionalized it all? One could attest that the game’s primary inspiration is an allegory for the sordid history of the developer’s homeland, but the parallels are masked so brilliantly in meticulously built lore and character depth that it’s practically unnoticeable. All the while, Disco Elysium is unpredictable, outrageous, introspective, and beckons for hours of replayability like no other game before it. Hell, I feel like I’ve only scratched ten percent of what Disco Elysium has in store for gamers with my feeble, average brain with this review. Still, that just means that every player will experience something that I didn’t and they can make their own conclusions. Ladies and gentlemen: I declare that we’ve hit another milestone in the gaming medium. I predict that Disco Elysium will be often imitated but never duplicated. Still, if game developers start adopting sharp writing, nuanced characters, and original mechanics, then I welcome Disco Elysium as the progenitor of this likely trend.

Thursday, August 15, 2024

Metroid Dread Review

 (Originally published to Glitchwave on 7/24/2024)













[Image from glitchwave.com]


Metroid Dread

Developer: MercurySteam

Publisher: Nintendo

Genre(s): Metroidvania

Platforms: Switch

Release Date: October 8, 2021


Ready for the second Metroid renaissance? I’m so excited that I can hardly contain myself. I never thought Nintendo’s seminal science-fiction IP would return again to grace the screens of modern gaming because the series received a serious beating for ten years up to the release of Metroid Dread in 2021. The third-person experiment that was Metroid: Other M resulted in the first dud of the Metroid franchise, embarrassing the fans enough to the point where they’ve concocted a series of loopholes to remove it from the series canon like its equivalent to the abhorrence of the Mario and Zelda titles on the CD-I. Metroid: Federation Force released soon after in 2016 was disjointed enough to the point where erasing it from the public consciousness was plausible, for a futuristic footy game where Samus wasn’t even present hardly resembled anything pertaining to Metroid in the slightest (damn you, Rocket League!). The widely anticipated fourth Metroid Prime game was unveiled at E3 in 2017, but the lack of tangible proof of production in what was essentially boiled down to a banner didn’t exactly inspire confidence that Metroid was undergoing a resurrection process. The deafening silence after this reveal (until only a month before writing this) dawned on fans that Nintendo had cruelly teased them and that Metroid was still lying in limbo with several of the company’s once prosperous, but now pruned and dormant IPs. The rocky recent history regarding Metroid is exactly why announcing Metroid Dread was a sonorous ring in the collective eardrums of every Metroid fan who had become accustomed to being fed disappointment for over a decade. We probably would’ve been content with any morsel of content to hold us over before our bated breath for the fourth Metroid Prime game totally turned sour, but Metroid Dread supersedes the initial novelty lark of a surprise comeback for the series.

So if we were to believe that a fourth Metroid Prime game was still a developing sunrise over yonder horizon, albeit peering over at a crushing snail’s pace, is Metroid Dread a prologue sampler? Does it establish the conflict of the fourth Prime game, taking the weight of the expositional load off to facilitate a smoother start for the main course? Despite Metroid Dread’s sudden existence in the midst of the Metroid Prime 4 enticement, it is not related to the Prime subseries in the slightest much less its understudy assistant. Longer deferred than a general Metroid title, on the whole, is an entry in the series from the 2D perspective, a distinction that was made when Metroid Fusion was released in tandem with the series’ 3D debut of Metroid Prime on the same exact day. Unlike the two sequels that stemmed from Metroid’s triumphant leap to polygons, Metroid Fusion was the last title to be rendered in the classic, claustrophobic X-axis, the two remakes of the first couple of Metroid games withstanding. Since the time in gaming when the third dimension was perceived as a binding feat of evolution during Metroid Fusion’s release date, 2D games became chic thanks to the burgeoning indie circle, and then this newfound admiration progressed to the point where they now share an equal billing as a legitimate way to develop a game in the modern landscape of the medium. 2D Metroid is back on the menu after getting the impression it was technically discontinued, and an original title with this classification is something the series desperately needed far more than another 3D Prime game.

Another 2D Metroid game connotes that Metroid Fusion is no longer as distinctive a Metroid title as it was for almost two decades, especially since the events of Metroid Dread take place in a sequential order to its immediate predecessors, unlike the Prime games that fractured the series order almost to the degree of Zelda’s asymmetrical timeline splicing. If one can recall from so long ago, Fusion introduced a terrifying new menace to Metroid’s galactic universe called the X: amorphous, floating jelly globs of varying colors that use their advantageous lack of a solid biological substratum to adulterate their prey’s biology and turn them into malevolent, zombified puppets. A distress signal conveys that X activity is rampant on the planet of ZDR, and a strange assailant duly bombards Samus upon arriving at the distant world’s surface. This hostile aggressor is particularly interesting because they seem to be a member of the ancient Chozo race, Samus’s surrogate parental guardians and teachers in the art of advanced physical dexterity to survive the harsh conditions of interplanetary traversal. This transgression is equally as puzzling as it is appalling for Samus, as the storied benevolence of these scientific space birds has lulled Samus into a profound trust that she never thought would be broken. As it is, the paralyzing light this rogue Chozo blasts Samus’s visor with incapacitates our hero, eventually stirring awake to find that this blinding beam is yet another casualty that strips her of her eclectic array of gizmos. The recovery plot catalyst is still a Metroid standby, but the mystery behind why this particular attacker chose to act uncharacteristically and slight Samus as they did adds a unique hint of intrigue that we are eager to unravel as she recovers her misplaced arsenal.

I think I’m going to stop dedicating a paragraph to the visuals of any triple-A game of the current console generation and most likely all future eras of gaming moving forward. It goes without saying that the medium has reached an impressive graphical proficiency that will at least ensure a standard of realistic competency expected in this comfortable day and age of gaming’s technical evolution. Yes, Metroid Dread looks as phenomenally clean as any of the games that share its release year, but I must dwell on the finer details of its visual sheen to compare it to all of its 2D predecessors. Actually, despite the 2D correlation Metroid Dread has with the earlier games of the franchise, this kinship only extends to the shared X-axis restriction. Metroid Dread’s graphics are just as rounded and polygonal as the ones seen from Samus’ first-person view in the 3D Metroid Prime titles, arguably even more so due to the superior, high-definition hardware compared to that of either the Gamecube or the Wii. Because pixels and the two-dimensional perspective are now interchangeable, Metroid Dread greatly surpasses the visuals of its spatially reserved peers on a purely objective scale. However, one can still debate whether or not Dread’s polish makes it definitively the most appealing, especially since we have the psychedelic-tinged blotchiness of Metroid Fusion as a direct comparison. I mentioned that Metroid Dread’s visuals had an efficient sense of cleanliness, but the extent of this hyper-modern gloss practically sterilizes the game like a surgeon washing his gloves before he makes his first incision on his patient lying unconscious on the operating table. This comparison isn’t an indictment of modern industry-standard graphics sucking the personality out of the graphics, for the sterility gives ZDR a cold uncanniness fitting for a series that thrives in uncomfortable settings. I still prefer the wild visual choices that Metroid Fusion made, however. Metroid Dread’s modernity also allows the game to be riddled with cutscenes, triggering to signify a significant moment occurring or to exposit long swathes of narrative information. I wish a cinematic scene didn’t commence at the rate of what feels like every other new door opening, but maybe the previous 2D Metroid games constantly stopped the gameplay at every slightly notable moment and the presentation was too primitive for me to notice.

For as eerily pristine as displayed by the graphics, ZDR is another Metroid world with a plethora of uncomfortably alien districts that are distinct from one another. In a twist of fate, the journey through ZDR is a reversal of the typical rabbit hole plunge that Samus always undergoes when exploring uncharted territory. The blackout she experienced has teleported her to the lowest trenches of ZDR’s crust, and another overarching objective intertwined in Metroid Dread’s narrative is reuniting with Samus’ trademark gunship that is idly sitting at the planet’s surface awaiting its pilot. As a result of flipping the progression, the most uninhabitable environments are ironically the most manageable from a difficulty standpoint. Whether it be the environments of the sunken laboratory submerged in the planet’s roaring, oceanic waters in Burenia or the molten, Norfair-esque lava currents of Cataris, the two polar areas could neither be found directly underneath the parking spot of Samus’ ship at the start of Super Metroid. As Samus ascends up ZDR’s crust, she’ll find herself in the lush, sunlit forest of Ghavoran, which is located adjacent to the now-vacant palace in the Ferenia district. The former area’s greenery connotes that surface light provides naturalistic nutrients to maintain its healthy glow, and the latter suggests that the geographical spot was ideal enough to support a living, breathing civilization. While these assumedly innocuous biomes should reasonably be the ones Samus begins her journey on, the developers realize the compromise of the natural difficulty curve and supplement it with a twist. On the compact wreckage of Elun, the X scourge is released onto the world, and the viral blobs are freed to drift around infecting the enemies near ZDR’s surface. Once an enemy's biology is adulterated by the parasite, it spontaneously evolves into something slightly more formidable. For example, the bulky reddish-pink enemy that resembles a quadrupedal crab enlarges and gains protective armor with the X’s biological enhancements. An enemy that can be subdued in a flash with proper timing suddenly transforms into the equivalent of fighting a hippopotamus coated in a shell. Remembering that the X is a relevant threat after jumping around the Metroid chronology like Dr. Who saves what could’ve been a sharp decline in the tension and danger achieved by descending a Metroid map in the normal, opposite direction.

Whether or not climbing to the surface of ZDR as opposed to digging deeper emulates the intended effect of…dare I say, “dread,” Metroid Dread intersperses some corridors detached from their surrounding areas that are sure to generate some seriously perturbing feelings relating to the titular sensation. In the majority of ZDR’s districts, Samus will encounter doors shrouded in a mess of gray, digital pixels that lead to the lair of the EMMI, aka the “Extraplanetary Multiform Mobile Identifiers”. These cybernetic androids were designed by the Galactic Federation as X hunters whose artificial biological constructs give them a defensive advantage over their prey’s organic-life-altering properties. Because their robotic anatomy was initially perceived as a surefire victory against the X, it's quite distressing that the Federation hasn’t heard sight nor sound of them since they traveled to ZDR to enact their annihilation mission. It's especially a cause for alarm when one of the EMMI hunts Samus with the murderous viciousness that was intended to be reserved for the X. Samus’ allies are now another deadly hazard to overcome in surviving ZDR’s uncaring alien world, and stepping into their domains en route to somewhere else on the map will put Samus at high risk of meeting her demise. Before an EMMI crawls its way over to Samus’ location, the insular domicile each EMMI resides in will still resonate strongly agitated and fearful emotions within the player. I cannot confirm whether these shiny automatons prefer cold environments to warm ones, especially since we can discern the game’s definition of frigid when Artaria freezes over later in the game. Still, the wispy mist permeating off the bleach-white hallways seen through a flickering graphical lens that looks like an old film reel is off-putting enough that the chilled sensation likely stems from that internal, psychological feeling where the hairs on one's neck stand up like radio antennae. When an Emmi signifies its presence with its chirping radar, Samus better run like the fucking wind if she’s caught in the radius of the EMMI’s scanning line of sight. If it catches up to her, the needle protruding from its ocular unit will impale Samus right through her heart, and it’s game over for our favorite female bounty hunter…literally. The Federation ostensibly prioritized the production of the EMMI as their highest budgetary expense for this fiscal year because these robots have been crafted with the most durable materials in the galaxy and therefore cannot be penetrated by any of Samus’ regular firepower. The only means of disposing of the Federation’s latest mistakes is to find the central unit in the EMMI domain that houses a giant, gooey eyeball, whose laser and fire ring defenses are reminiscent of another enlarged part of anatomy from the Metroid archives. Extracting the essence from the eyeball’s remains at its defeat will grant Samus the “omega blaster,” a transitory superweapon that gives Samus’ arm cannon enough power to shoot the EMMI dead in their tracks, provided she measures a safe distance between her and the oncoming EMMI to charge the blast and melt its headplate off with the burning succession of the omega short bursts. The periodic chase sequences with the SA-X in Metroid Fusion escalated the horror factor of the series with a more overt, harrowing thrill, and I’m glad that the EMMI conceptually continues these occurrences. They may not immediately elicit fear unlike the uncanniness of the SA-X, but the unnatural way they contort their dexterous bodies mixed with their menacing determinism to execute Samus like a bloodthirsty chupacabra kills a goat will make every player’s pulse pump like a rhythmic club beat.

The EMMI may also induce anxiety in the player because of the strict penalty of an automatic “game over” that occurs if they fail to elude them. To their relief, Samus spawns outside the entrance of the portal door instead of reverting back to the last save station in what I’d consider to be a quality-of-life enhancement. This convenience also extends to being defeated by a boss as well, so Metroid Dread is aware of every sizable challenge it offers and provides some unparalleled clemency fit for the modern gaming landscape. While the incidental checkpoint comes greatly appreciated, does this safety net extend to every other aspect of the game? Fusion’s practically mission-based progression where Samus returned to ADAM to be assigned a new objective was worryingly regimented for what is supposed to be a freeform maze of hinted progression points. Will the ever-present accessibility of the modern gaming climate render Metroid Dread as resolutely controlled as a mother holding their child’s hand to escort them to their first day of kindergarten? No, but it’s still unlikely that they’ll stumble and fall finding the way to their goal either, even if they’re not a Metroid veteran such as myself who expects hidden cracks in the walls and other classic hindrances of the sort. Metroid Dread’s level design is more akin to the non-linear progression of Super Metroid, or at least it is on paper. I’ve always stated that common sense is essential to navigating through a Metroid game, and Metroid Dread generously rewards the player with every hint of observational insight no matter how meager. Besides revisiting ground that was unreachable before, a spot to use the newly acquired power-up will often be present immediately outside the initial place where it was discovered, and blowing open the once-blocked avenue will directly lead the player to the next significant milestone without any real obtrusive roadblocks. While this often one-way progression trajectory dilutes the explorative sense of getting lost that previous 2D Metroid games exuded, I still commend this streamlined effort because it still exemplifies the Metroidvania design philosophy at its core. The only instances where this ease of progression is bothersome is when the game doesn’t trust the player to continue down the “correct” path, even if the diversion is due to the player wishing to collect upgrades instead of cluelessness. In one instance of this, why would debris be magically obstructing the previous teleportation vessel if it wasn’t a not-so-subtle, shoehorned suggestion from the developers to keep moving forward? Need I remind them what game this is?

The smooth zigzagging around ZDR is likely to be a constant in Metroid Dread because there are several of Samus’ upgrades to reobtain and immediately use to further her expedition through the planet. One admirable technical advancement that Fusion implemented was organizing Samus’ inventory which only grew more congested as the series kept integrating new tools. If merely shuffling a couple of times through Samus’ inventory to land on the right weapon was revolutionary, imagine my surprise when Metroid Dread requires zero back trigger button presses to access any of these abilities. Each beam upgrade replaces the weaker one, and the types of missiles are separated by different methods of pressing the same button. The standard missile (which permanently becomes the super missile with ice properties attached after a certain point) is engaged by a quick tap while holding down the same button will launch the ”storm missiles:” a barrage of rockets with precision targeting. The same one-button method is conducted in ball form to plop three types of explosives out of Samus’ rolled-up suit: the piddly little morph ball bombs to crack open eroded slabs of earth, the cross bomb to destroy a line of these blocks and propel Samus in ball form, and then the ultra-massive, screen-clearing explosion of the powerbomb triggered the same way as the storm missiles. The classic hook line grapple beam is a comfortable alternate button combination, and magnetizing Samus to specific walls with the “spider magnet” while she’s in her standard bipedal form makes her far less vulnerable. Other controller buttons on the Switch are dedicated to the slew of items newly introduced in Metroid Dread. A meter located below Samus’ collective energy tanks fosters the exhaustible use of both the phantom cloak and the flash shift boost. One shadows Samus to total invisibility, which is absolutely essential in thwarting the suspicions of the EMMI, while the other is a lightning-fast dash needed to pass through the closing doors with sensor detection. The parry move that Metroid II’s 3DS remake introduced should constitute a mechanic as fresh as the two listed directly before, for reworking its mechanics to improve the awkward, stationary swipe it was has produced something a thousand times more fluid and agreeable. The player hardly needs the extra health incentive to execute this swift, timely maneuver because accurately hitting the oncoming enemy and dazing it feels like its own reward.

The parry, along with the flash shift, is also crucial for Metroid Dread’s various boss encounters. While a checkpoint will be instituted to alleviate some of the stress in fighting these gargantuan extraterrestrials, the crop of bosses here has so many unexpected tactics up their proverbial sleeves that the player will likely be rewound back to the entrance numerous times. The grotesque, slug scorpion Corpius will attempt to skewer Samus with his hooked tail, and the aquatic behemoth Drogyga will similarly try to smack Samus with its thorny tentacles. The indescribably hideous creature that is draining the warmth from Artaria, aptly just referred to as the indeterminate “Experiment No. Z-57,” unleashes such a vast array of attacks that it's quite challenging to anticipate and evade. I’m not going to question why the bloated space demon Kraid returns as a titanic foe for Samus to conquer or how he situated himself in a commodious pool of lava on this planet because this two-phased encounter is the finest among all of the duels between these two persisting rivals. In fact, the exemplary quality of Kraid’s newest encounter extends to every other boss in the game because they all follow the same engaging sequence. Each boss features two or three phases that jumble up the attack variation. Learning how to expertly dodge everything they dish out fills me with a sense of pride, whereas the previous 2D Metroid games felt as if I was channeling a higher damage output than their input like a tug-of-war match. Adding to this gratification are the parry opportunities present during every boss, and meeting the fleeting glimmer icon at the exact moment will grant the player an advantage they can use to pump ammunition into the beast with cinematic invulnerability. Never has a Metroid game instilled such flowing confidence in my abilities, for I mastered every boss once I became affiliated with every trick they pulled through trial and error.

But only one of these monsters has any relevance to Metroid Dread’s narrative, and that’s the initial instigator Raven Beak, the leader of the Mawkin Chozo Tribe native to ZDR. We learn the identity of this belligerent Chozo executive from his fellow tribesman Quiet Robe, who informs Samus of Raven Beak’s genocidal history and his fascination with harnessing the power of the Metroids to bring the galaxy to its knees. Unfortunately for him, any trace of the bulbous parasites has been wiped clean, except for one valuable source that Raven Beak is simply aroused at the notion of it in his vicinity: Samus herself. We all remember that Samus was imbibed with Metroid DNA in Fusion after her nearly fatal collision with the noxious X pest, which allows her to absorb the X to survive their plague. One can imagine that adulterating one’s DNA with that of a horrific creature from outer space could have seriously grizzly consequences, and the gradual presence of the Metroid’s genetic code flowing through her veins now sees Samus erupting in furious, animalistic anger when provoked by an enemy. This process was seemingly expedited by ADAM, the Federation commander who affectionately calls her “lady.” His communication AI is still secured to Samus’ ship, so whose voice is behind the one Samus has been transporting to the futuristic speakers? Once Samus gets the impression that it's Raven Beak, she blasts the AI to reveal the whereabouts of the game’s main antagonist. Instead of “lady,” Raven Beak calls Samus “daughter” to arrogantly imply that he’s the reason for her extraordinary abilities. Metroid or not, Samus destroys this foul tyrant and barely makes it back to her ship where the real ADAM rejects her upon recognizing that she’s not the same as she once was. It takes the reanimated Quiet Robe to martyr himself somehow for the sake of Samus leaving ZDR’s atmosphere. Samus has escaped, but the knowledge of her full Metroid metamorphosis suppresses the exaltation of victory and leaves an air of fretful uncertainty. Uh, is this supposed transformation strictly in the academic sense? Something isn’t adding up. Is Samus forever changed by this process, and is it going to be a concrete piece of continuity for future Metroid titles? It leaves us with some interesting possibilities, but protagonists with cloudy moral characters aren't exactly Nintendo's specialty.

If the eight-year span of time was advantageous for Fusion to flourish, then more than double that amount was particularly grand for Metroid Dread. The series has now lept a great distance into a gaming landscape so unmistakably advanced that all previous 2D Metroid titles are incomparable. Metroid Dread is exactly what a modern Metroid game should be, for all of the positive and negative aspects that come with modernity. For all of the positive aspects like the exceptional boss battles, button-based inventory, and an ambitious story (that doesn’t hit all the right notes, admittedly), I’ve been floored like no other game in the franchise has floored me before. I’m eager to see where the series will soon tread using this as an example, but I fear that the new wave of Metroid’s relevance has peaked here.

Sunday, August 4, 2024

Mega Man X4 Review

 (Originally published to Glitchwave on 7/18/2024)













[Image from glitchwave.com]


Mega Man X4

Developer: Capcom

Publisher: Capcom

Genre(s): 2D Platformer

Platforms: PS1

Release Date: August 1, 1997


Prolonging the Mega Man X subseries beyond the SNES trilogy to a fourth game on a next-generation console? That’s actually not a bad idea. Both exceeding the succinct, rounded trilogy pairing and promoting the series to the upgraded system hardware have achieved wondrous results for Capcom’s flagship franchise in the past on two separate occasions. My sentimental attachment to Mega Man 2 pains me to state this, but the fourth entry in the original Mega Man series is the crown jewel among the long-drawn-out sextet of games on the NES. Finally forwarding the blue bomber’s career to the subsequent SNES model alongside his fellow NES debutants with Mega Man X not only gave the stale and plodded-out series some much-needed revitalization; it also produced the finest Mega Man outing period, and this is from a purely objective standpoint. Unfortunately, despite the superior hardware the X subseries was inherently blessed with compared to the paltry, 8-bit pixels that the original series had to settle on, the X subseries somehow managed to depreciate at a quicker rate. I much disliked the bitter and grimace-inducing taste that Mega Man X3 left in my mouth compared to the numbing of my taste buds that came with the original series overstimulating them. Isn’t the increased deceleration of new technology as it ages one of the most ironic aspects of progress? Mega Man X4 serendipitously finds itself as both the fourth entry in the Mega Man X subseries as well as the series’ second leap to another succeeding console generation. Not only did the simultaneous happenstances for Mega Man X4 prove to be doubly effective in bringing the sickly Mega Man back to health once again, but now the doors of conversation relating to which Mega Man game triumphs over the rest have been blown open to considerable debate.

In order to ensure Mega Man’s successful state of remission, Capcom wisely cut the publishing cord that has been connected to Nintendo since the blue bomber’s inception. Similarly to when Konami defected from Nintendo when developing Symphony of the Night, Capcom had the foresight to realize that the N64 would’ve given the bleeding Mega Man franchise a cosmetic nose job in the form of 3D graphics. All that the blocky rendering of Mega Man in the third dimension would have resulted in is an exacerbation of the dying process, and Capcom would’ve had to host an open-casket funeral. The fans could awe at their efforts, and their misguided malpractice wouldn’t have totally been in vain. While the fifth generation of consoles instilled the idea that pixel graphics were now for grandpa gamers, the PS1 at least offered some leeway to preserve the freshly “obsolete” method of rendering video game visuals. While the 32-bit graphics of the original Playstation generated 3D visuals that looked as malformed as a Dr. Moreau victim, doubling the fidelity of the SNES’ 16-bit capabilities proved to be the peak of the pixelated aesthetic. X looks so crisp and clear here that he seems meticulously drawn by a virtuoso Japanese animator, mending even the subtle, infinitesimal crumbs of pixel static that Symphony of the Night forgot to buff out. Actually, that comparison probably draws from a new presentational perk of fifth-generation console hardware that was absolutely out of the question on a primarily pixel-latent device. Mega Man X4’s periodic instances of exposition are depicted with fully-fledged animated cutscenes, and the animation quality is up to par with any Japanese anime studio operating during the time of the game’s release. Unfortunately, the English dub is regrettably at the same level of voice-acting ineptitude as the overseas anime translations were during this time as well. My impression of X being the rugged, “bearded” version of the bright-eyed and boyish original Mega Man has been tarnished thanks to his shaky, pubescent vocal delivery. Is it going to take another reincarnation of the character to represent the masculine maturity behind his name’s implications? Still, the voice acting on the PS1 equally sounded like it was performed by a group of stoned, unenthusiastic interns, so this is probably a case of coincidental convergence with two under-appreciated mediums.

A byproduct of X4’s higher production value is the expansion of complexities within the X series narrative. The Maverick menace is still a poison in this futuristic society, but the noxious impact the renegade league of robots has has been reduced to a tepid spider bite. Since the first Mega Man X game, every defeat of the diabolical Maverick chairman Sigma has diminished him from his reign as omnipresent revolutionary to somewhat tangible skeletal wiring, to incorporeal ghoul, to just an unpleasant fart passing through a maverick hunter’s nostril apparatus. As ephemeral and ultimately inconsequential as they might be, everyone knows that even the most silent of farts can still prove to be deadly, and Sigma’s gassy influence is attempting to waft over a military organization known as Repliforce. The general of this reploid army expresses no interest in helping Sigma lead a rebellion against mankind, so a Maverick retaliates in response to his refusal by sinking an airborne city called Sky Lagoon. X and Zero investigate this catastrophe and immediately pin the destruction on Repliforce, painting them as dirty, unruly Mavericks. The General doesn’t take this slander too kindly, and neither does his second in command Colonel. Together, they take offense at the accusations towards them and strive to build a reploid society segregated from the humans, so Sigma’s negotiation terms worked out in his favor after all. Because of the insurrection, X must eliminate the members of Repliforce, and their ranks total to the convenient number of eight, fitting for the lineup of a Mega Man boss selection. While the premise ultimately still results in the average Mega Man fare, the events leading up to the stage select screen present a far more intricate source of conflict. Sky Lagoon’s fall mirrors the sinking of the RMS Lusitania, manipulating two non-feuding factions to suddenly engage in an all-out war with one another. Mega Man X4 is the first of the series to contextualize the standard series gameplay with something genuinely riveting.

The Mavericks themselves have also been injected with a sizable boost of personality in Mega Man X4. Upon entering their domains at the horizontal apex of their environments, each Maverick will parlay a conversation with X relating to their decision to isolate themselves from mankind in their reploid city-state. Magma Dragoon reveals himself to be the perpetrator of Sky Lagoon’s destructive downfall, and this transgression from the former maverick hunter results in an exasperated X trying to make sense of it. Split Mushroom and Cyber Peacock’s health bars show Sigma’s insignia at the base, giving a subtle clue to where their allegiances truly lie without any pretenses of their Repliforce status. Frost Walrus scoffs at X for his comparatively petite physical stature, while Web Spider pities X for his dutiful narrow-mindedness for the maverick hunter’s cause. As intriguing as it is to witness the eloquent evolution of Mega Man’s bosses, their practicality as villains still boils down to how fun and effective their weapons are to use once X has dispatched them. Magma Dragoon’s “Rising Fire” is the only weapon I can recall that strictly shoots vertically up in the air, while Frost Walrus’ chunky icicle “Frost Tower” plummets to the ground after X briefly uses it to shield himself. Some hallucinogenic properties of Split Mushroom cause X to see a shadowy outline of himself, tethered to a few yards in front of him while dissolving anything that comes in contact with it. Storm Owl’s “Double Cyclone” pairs off and floats upward like two balloons being set free, while Cyber Peacock’s “Aiming Laser” is rather self-explanatory-dealing a surge of damage to whatever the target reticle settles on. Overall, the enemy weapons featured in Mega Man X4 are collectively the most diverse, unique, and efficient arsenal we’ve seen in the series thus far. If you’re a Mega Man fan who insists on sticking with the charge blaster as adamantly as a black coffee drinker like me, X4 offers the choice between two variations of X’s base means of offense. The charge shot that supplies four energy blasts shaped like the “hadouken” from the first game is utilized awkwardly, so I’ll gladly opt for augmenting the size of the charged blast that lingers a little longer on targeted enemies.

The impressive diversification found across the enemy weapons extends to their territories leading up to their encounters. At an initial glance, X4 fails to unshackle the bounds of a thematic comfort zone, for plenty of topographic-level themes are admittedly being reused. Magma Dragoon’s lair where flaming meteors constantly erupt from both the fiery pits beneath the Earth and diagonally from the sky should remind the player of the flowing lava lakes inside the rocky confines of Flame Stag’s area from Mega Man X2. As beautifully captivating as the roaring waterfalls and rainbows in the sky of Web Spider’s jungle area are, I’m starting to lose count of how many humid, tropical wildernesses have been selected as a prominent level theme so far in the series. A wintry stage is practically a requisite to fill in an eighth of a Mega Man game’s level lineup, hence why Frost Walrus’ dissolving snow slope platforms continue the apparent streak that hasn't been broken yet. Capcom realizes that there is a finite amount of elemental and geographical setpieces they can use without repetition, so X4’s stages always add a pinch of creativity to keep the realistic restrictions from growing stale. For one, Cyber Peacock’s computerized depiction of the final frontier is the most unorthodox level thus far for the Mega Man franchise. The first half is constructed like a series of obstacle courses where X must avoid electric holographic eyeballs that squeeze his circuits to the point of shorting, plus the walking turrets that appear from miniature black hole portals. If X manages to arrive at the end of the course under an unspecified time constraint, a letter grade will appear above the portal to the next level. The score doesn’t factor into simple progression but X will be rewarded with an upgrade for his skillful maneuvering. The second half of this level sees X warping perspectives so sporadically that I’m still unclear as to how I arrived at the end of the level. The base of Split Mushroom’s level is a panoramic tower with intermittent standard platforming sections between climbing its floors. Magma Dragoon’s encounter marks the first instance where X can bring a mech into the arena to duke it out with a Maverick, pounding this traitorous, terrorist sumbitch into the dirt so vigorously that I almost feel a hint of remorse. Jet Stingray’s stage stretches the vehicle sections from Mega Man X2 where X zooms around on a jet-powered motorbike for the duration of an entire level. As gimmicky and distracting as many of these implementations sound, I appreciate that the developers trust that the player might have grown tired of the meat and potatoes of shooting and jumping by this point with their intermingled offering of these alternative methods to standard 2D platforming.

The instance of caving Magma Dragoon’s metallic head in with the bulky, titanium arms of the flame-retardant mech reminds me of something else that could be considered another stride in the series’ evolution. Out of all the pained expletives I’ve loudly uttered due to the difficulty of video games, the Mega Man series has produced a substantial percentage of those flustered moments across nine different games thus far. Unexpectedly, X4 never caused me to frightfully wake my neighbors, making them believe that I had just been shot or was the instigator of a messy domestic dispute that required police attention. Only a handful of occurrences during my playthrough of X4 did I mutter a dirty interjection under my breath, for the game is far too accommodating the majority of the time to project my spoken frustrations. The absurdly circuitous escapades involved in retrieving the upgrades in X3 have been simplified to either spotting them off the main trajectory or returning to an area with the single, required boss weapon as opposed to a checklist of other necessary tools. One of these upgrades increases the stock number of lives given to X at the start from two to four, and this increase will remain the same and regenerate every time X is faced with the option to continue. Speaking of continues, possibly the most forgiving point of accessibility that X4 implements is the continues given upon exhausting all of X’s lives. No, I don’t mean as progress nets so the player doesn’t have to restart the entire game like a quarter-chomping arcade machine. Certain points in each level are treated like X has surpassed a significant mark of progress (ie. the open water docks from the underground tunnel in Jet Stingray’s stage). If X manages to burn through all of his lives, continuing after his outright failure will transport him back to that milestone instead of the very beginning of the stage. Is this accommodation a little too lenient perhaps? It’s not as if the Maverick stages are longer than those from the previous games, so this safety net to catch the player is wide enough to catch and hold an adult black bear. One aspect of X4 that a returning player might initially believe is one stiff regression that maintains that familiar difficulty curve is subtracting the total of four collectible energy tanks to two. Still, I could argue that a halved portion of the energy tanks is too excessive because a cylindrical capsule filled with floating atomic matter will greet X before entering the doors of a Maverick’s domain and fully replenish his health. Did I mention that the energy of each boss weapon is indefatigable unless it's charged up? Add the ability to save one’s progress to wrap all of these pleasant points of accessibility up in a package that is too sweet and thoughtful not to embrace even for the most hardcore of Mega Man purists.

I surely thought that a Mega Man game pampering me was a ruse to catch me off guard so it could deliver a swift kick to my testicles. The relative breeziness of eliminating these Mavericks reminded me of Mega Man 2, and I cannot forget how unceremoniously that game fucked me after hours of relative relaxation. As it turns out, the final few stages where I had anticipated the game tossing me into the oven after fattening me up didn’t occur. Fighting the Colonel is somewhat taxing because he doesn’t have a specific weakness, but his consistent attack patterns are manageably learnable. Opportunities to clear a shot to The General’s head are fleeting, but it's unlikely the player will stumble and trip to the point of total physical fracturing like with a certain mass of yellow matter that needs little mention. X still concludes the game by driving a proverbial stake into whatever artificial organ pumps Sigma’s blood (or blood-like fluid) to cause the Mavericks to collapse in a chain reaction, and all three of his phases require a modicum of trial and error learning to eventually put the persistent phantom leader of the reploid uprising to rest. The intrigue of X4’s climax lies entirely on what is unraveled in the narrative, something I never thought I’d state in regards to a Mega Man title. Throughout the game, X is joined in the stage select control room by an advisor named “Double,” a maverick hunter rookie whose dopey appearance and boobish mannerisms signal that perhaps he’s better suited to be their waterboy than a soldier on the frontlines. However, his endearing incompetency is revealed to be the incredibly convincing mirage devised by a deranged, murderous Maverick with a visage of pure malevolence only rivaled by Sigma. One cutscene in particular where Double slaughters a group of maverick hunters who called him “bitch tits” and other demeaning phrases is a scene so graphic that it's almost inappropriate to be featured in a Mega Man game. X eradicates Double’s true form like any other of Sigma's subordinates, but dealing with Double strikes a powerful chord with X that makes him question if he and Zero have the willpower not to succumb to the dark side and become Mavericks themselves. Zero shrugs off X’s concerns, but this ending does leave the player with something to ponder over. Whether it be the prevalence of Sigma’s anti-organic life rhetoric or the dumber viral infection that X3 introduced as a source of conflict, X4 manages to utilize both of them as possibilities for X’s potential heroic downfall, and the fact that X ruminates on these possibilities is a stride of maturity for a series that used to recycle the same simple hero versus villain plot like cardboard.

Throughout all of the duplicity, social upheaval, and existential introspection the player can delve into, everything I’ve detailed pertaining to Mega Man X4 is shockingly, only one-half of the game. Finally, the curtains have been divided completely and Capcom has unveiled Zero as a playable character. Technically, returning players got their first taste of the X subseries’ coveted secondary character in both the introduction of X3 and by summoning him in the menu through a code. Still, the restrictions set on Zero’s playability plus his total erasure from the game after dying only once is not at all what fans had yearned for, giving us all the more reason to resent X3. No, the sampler bullshit that served as a transitory avenue in granting everyone’s wish to play as Zero has been remedied with an additional full campaign in X4. In fact, players can supplement X’s campaign with this wish fulfillment, for it’s the exact same series of mavericks to conquer. However, I should state a disclaimer that if you divert from the standard gameplay by choosing Zero over X is a contractual dedication to X4’s “hard mode.” Sure, the bounty of life vessels X4 added is still present and pervasive, and Zero’s green energy blade will proficiently slice and dice enemies into cubed cheese. That is, it’ll make quick work of enemies situated directly in front of him. Zero’s campaign is the trickier one to persevere through not only because everyone will have far more experience with X and his long-ranged mode of offense, but because X4’s levels are still designed with X in mind. Suddenly, enemies and bosses alike that are safely engaged from a distance need tactical contemplation to defeat. Zero’s core can also absorb a Maverick’s weapon, but using it isn’t as elementary as a shift through a menu or flipping through buttons. The player must execute specific button combinations to perform all of Zero’s elemental martial arts like the hadouken move from the first game, and I’m not exactly Street Fight champion material. Still, for those who are, Zero’s stipulations raise the skill ceiling with a potential for combat proficiency that X could never reach.

As for the minute story alterations, Zero’s experience in facing the absconding Repliforce revolves around Iris, the Colonel’s little sister, and Zero’s obvious love interest despite their platonic relationship. She’s a stark supporter of the maverick hunter’s fight for human and reploid unity, but she cannot continue to support Zero and X after they slay her brother. Once Iris crosses over to avenge her brother in a boss fight exclusive to Zero, he is crestfallen when he has to euthanize her like a sick dog. This event rattles Zero, but he does not let the consternation of the drastic event affect his mental fortitude as it did for X. He assures X to keep calm and stick to his principles, for it is revealed that Zero was designed for evil by Dr. Wily long ago and chose the righteous path of justice on his own volition. He’s a super cool dude.

I’m not entirely certain if Mega Man X4 is definitively the greatest title across the entire franchise. I realize this is a colossally high metric to evaluate the game, considering it's my first dance with this dashing entry in the series. Still, all of the factors that would support this claim are too stacked in X4’s favor to support another opinion. Mega Man X4 is simply far too agreeable, creative, and narratively substantial to consider another game from the series as a contender, especially since I’ve never attributed the first or third terms to any Mega Man game prior to playing this one. Perhaps all of the quality-of-life enhancements make X4 a little TOO agreeable for veteran players, but that’s not where my skepticism stems. Besides the voice acting and anime cutscenes, I have a feeling that all of X4’s innovations could’ve been achieved on the SNES because aspects such as save points, automatic energy tanks, and swapping the gameplay to Zero’s sword slashing didn’t exceed the limitations of the console’s 16-bit hardware. The first X game still retains the monumental ecstasy felt when it was initially released because the leap from 8-bit to the twice multiplied 16-bit achieved things that Mega Man on the NES could never dream of. Still, any excuse or motivation for Capcom to dig the blue bomber out of the rut again that X3 almost hit to its irreparable, six-foot completion. At least diving off another sinking console ship to the next, newfangled game console produced something that surpassed its lackluster predecessor beyond the bare minimum.

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