resources. Most obviously you can
see the stinginess when it comes to
the magic juice called EVE. But I was
also aware of scarcity when it came
to ammo. Y’see, the game has a
photography system where you can
take snaps of enemies in order to
learn more about their weaknesses
and which ammo to use against them
for optimal results. The implication is
that you would use this information,
selecting the right tools for the job.
In practice this meant I knew
what would be more effective if I had
it in my arsenal, but would then need
to make do with the scrapings of
ammo I had to hand. Armour-
piercing rounds might be the ideal
option, but try telling that to the
bunch of napalm, two proximity
mines and three regular pistol bullets
in my inventory. I was doing the
equivalent of rummaging round in
my handbag for bus fare and then
trying to buy a ticket with a fluffy
toffee, four stamps and a hairband.
It also seemed like the game was
teasing interesting power/weapon
combos and aiming for Dishonored-
style emergent experiences (don’t @
me about the release timeline). But in
reality, you never needed to progress
from the electric-shock-then-wrench-
or-shot tactic. You could try other
combos if you wanted to, but it felt
awkward to do so and the payoff
wasn’t really worth it.
SPRINGING A LEAK
While I’m talking about the
negatives, there is a dreadful escort
mission, the level layouts can be
rather confusing and the save system
meant it was more efficient to die,
respawn and return to a brawl than
expend health packs during a fight.
I also found the feted Fort Frolic
level hard to navigate. I can see why
it’s the standout of the game in terms
of being the level which does
something different. It forces a
different kind of complicity out of the
player – making you photograph
corpses and display the images is a
very different experience to simply
killing a boss.
It also allowed for rare moments
of expressive play in terms of how
you framed those photographs. I only
photographed the feet of the dead. At
the time I was trying to photograph
as little of a corpse as I thought I
could get away with and still trigger
the next step. Looking at the resulting
display of dead feet in the level’s
lobby, I think I managed to outdo the
boss, Sander Cohen, in creepiness.
But as someone who has played
games with hub-type levels since the
mid-’90s, the navigation here felt
counterintuitive. As I became
frustrated I knew I started missing
I have many questions about
who designed these machines.
Admiring the iconic Big Daddy
while jogging backwards.
PERSONAL PLUMBINGWhat your favourite pipe piece says about you
STRAIGHT
You’re a fan of
lying down or
standing up
and nothing in between.
Sitting down scares you.
You also cannot bend to tie
your shoelaces.
CROSS
The good
news is that
you are
incredibly versatile. The
bad news is that you are
also horribly broken and
spill gloop everywhere.
ALARM
Anxious. If
any other
member of
society makes any
demands of you, you start
screaming and throwing
robots at them.
ELBOW
Your chat s
always take
an odd turn
and, if you hang out with
three like-minded friends,
have a tendency to go
round in circles.
OLD GAMES, NEW PERSPECTIVES
REINSTALL
Making a dramatic entrance.