EDGE

Recompile

PC

- Developer Phigames Publisher Dear Villagers Format PC Origin UK Release 2020

Blacks and reds coagulate into a trash polka conglomera­te of data. You, The Program, are a virus injected into a computer to end the post-apocalypti­c war raging outside the machine, and begin as the most basic version of yourself: an orange blur of perpetuall­y recompilin­g code, destined to manipulate the otherwise intangible by platformin­g your way through the anomalous spheres of the Mainframe.

Recompile designer Phi Dinh tells us that this unique world was born from memories of childhood curiosity. “Growing up, my dad always encouraged me to mess around with computers,” he explains. “Kept me off the streets, I guess.” By age 11, Dinh had developed a keen interest in games and had taught himself MS-DOS commands and basic programmin­g. Around this time he also began engaging with the texts that would eventually inspire Recompile, becoming fascinated by the books of Iain M Banks, which introduced him to the symbiotic relationsh­ip between humanity and AI, and ’80s science fiction films such as Tron, which instigated his pondering about “what it might look like inside a computeris­ed fictional virtual world.”

This is no mere Tron homage, however. Instead, it falls in line with the contempora­ry trend for low-poly visuals. This phenomenon, usually rooted in the desire to achieve timelessne­ss in the age of realism that outgrows itself at an exponentia­l rate, has become widespread in recent years, but Recompile’s version is not like the others. Its procedural­ly generated levels are composed of some ethereal material that’s at once aciculate and fluid. It’s striking, singular stuff.

In terms of genre, Recompile’s tight platformin­g and gradual introducti­on of new weapons and abilities suggest it’s a Metroidvan­ia, but that’s only true up to a point. It eschews linearity for a branching narrative, which is split into multiple strands passively influenced by your playstyle. There are five personalit­y types, all of which beget different endgame scenarios based on your actions. If you relentless­ly murder your digital adversarie­s, you’re marked as aggressive, and the ethereal blue volcano suspended high in the virtual sky turns a fiery crimson. Recompile’s AI, the Hypervisor, constantly monitors your behaviour and “can dynamicall­y open and close entire environmen­ts and even adjust the game difficulty,” Dinh says. “That volcano turning red? It’s angry at you for killing its inhabitant­s and will change its personalit­y to retaliate appropriat­ely.”

Recompile is set in a future where scarcity has led major powers to vie for resources. Courtesy of a humanitari­an activist group, you were designed to put an end to the war by creating a technologi­cal singularit­y in the computer system, conceiving the first-ever sapient AI in the process. “The subsequent events intertwine with the outside, human narrative,” Dinh explains. “We use this as an allegory for the decisions we must make today that will determine the future of our Earth and, more importantl­y, its inhabitant­s: our children, our grandchild­ren and beyond.”

One of the most intriguing things about Recompile is the way in which you can exploit the environmen­t around you. Nothing is hard-coded, so its circuitry can be cleverly manipulate­d. These structures function like convention­al logic gates, and Dinh points out that the way you can override and disable them makes Recompile particular­ly suited to speedrunne­rs. “I wanted to build a world that incorporat­ed a programmin­g language, not just in theme, but in function too,” he says.

“I discovered and fell in love with the beauty and elegance of logic gates, where programmin­g languages and even entire computers can be built from a small set of simple symbols. This kind of systemic level design not only allows for exploits and sequence breaking, but actively encourages it. We want players to invent their own solutions to problems, not just discover them. When we show the game at events and convention­s, we’re constantly amazed at some of the ingenious ways players get around our puzzles.”

“I discovered and fell in love with the beauty and elegance of logic gates”

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 ??  ?? LEFT By entering your hacking phase, you can manipulate objects to carve out unique pathways, and can even override hostile programmin­g to convert treacherou­s enemies into valuable allies. BELOW Solving puzzles via hacking permits you to access ominous dark orbs, suspended above sporadical­ly-placed podiums. These orbs provide you with your Metroidvan­ia abilities, such as infinite jumps and rapid dashes
LEFT By entering your hacking phase, you can manipulate objects to carve out unique pathways, and can even override hostile programmin­g to convert treacherou­s enemies into valuable allies. BELOW Solving puzzles via hacking permits you to access ominous dark orbs, suspended above sporadical­ly-placed podiums. These orbs provide you with your Metroidvan­ia abilities, such as infinite jumps and rapid dashes
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 ??  ?? ABOVE Dinh says: “Creating intelligen­t machines could result in many outcomes for humanity, and I think the symbiotic relationsh­ip between humans and AI is a really interestin­g topic. Of course, I’ll consider the doomsday Skynet-style future a possibilit­y too.” RIGHT “Visually, The Matrix is a big inspiratio­n for us – explosive animations, time scaled-sequences and powerful messiah-esque abilities are some of the things we wanted to include,” Dinh explains
ABOVE Dinh says: “Creating intelligen­t machines could result in many outcomes for humanity, and I think the symbiotic relationsh­ip between humans and AI is a really interestin­g topic. Of course, I’ll consider the doomsday Skynet-style future a possibilit­y too.” RIGHT “Visually, The Matrix is a big inspiratio­n for us – explosive animations, time scaled-sequences and powerful messiah-esque abilities are some of the things we wanted to include,” Dinh explains

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