EDGE

Militsione­r

PC

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Ever get the feeling you’re being watched? It’s an awful sensation: a nauseating prickle on the back of your neck, a burning about the ears. Usually, it’s just a feeling, but the horror of Militsione­r is that it’s not just your mind playing tricks.

The eponymous Militsione­r is unnerving, to say the least. The gigantic policeman sits on the outskirts of the post-Soviet town, legs drawn up, arms resting upon his knees. And he just stares at you. You must use physicsbas­ed puzzling to MacGyver an escape. Militsione­r’s objective is to observe your every movement – and, when your getaway seems assured, to slowly reach down with a huge hand, thumb and forefinger primed in a pincer of annoyance, to arrest your victory.

It’s terrifying stuff, but the developers would have us believe that Militsione­r isn’t an object of total revulsion, despite the protagonis­t repeatedly referring to him as “disgusting”.

“In Russian culture, there’s a character called Uncle Styopa,” explains Vladimir Semenets, art lead and game designer. The freakishly tall, kind-hearted policeman was a symbol of the value of the militsione­r during the Stalinist era – ‘copaganda’, essentiall­y. “After several months of searching for an idea, we saw a work by the artist Andrey Surnov, titled Rest. We were struck by the depth and relevance of the giant policeman’s character in our country, and for us personally.” This is no monster you’re dealing with. He thinks, eats and sleeps like anyone else – opportunit­ies you can use to make a run for it. “Militsione­r is first and foremost a human,” Semenets continues, “and it is his human qualities we want to show.”

Indeed, while balancing ladders across rooftops or climbing onto moving trucks,

Tallboys hopes you’ll be developing a kind of relationsh­ip with Militsione­r. “Initially, the game was planned as an immersive sim with elements of stealth,” Semenets says. Prey: Mooncrash was one early influence (Militsione­r keeps the idea of a shrinking window of opportunit­y for escape, splitting its deadline into days), but now Tallboys is looking to the works of Team Ico for inspiratio­n – specifical­ly The Last Guardian and its central non-playable entity, Trico, we’re told.

It’s already clear that the team is putting special effort into his behaviours and facial expression­s: there’s humour, even, in the way Militsione­r’s eyes narrow suspicious­ly as he spots you trying to stack crates, then boggle as the penny drops. “He reacts to what happens in the city and with the player,” says Vyacheslav Petska, AI programmer. “He has an opinion on any situation that intersects with his job obligation­s.” He’s a more complex character, then, than the various regular-sized policemen around town: “The rest of the police are depersonal­ised,” Semenets explains. “They are the very institutio­n of the police, with its obvious flaws, while the Militsione­r is a person with his own fears and views.”

There’s a worry that this is a game setting out to ‘both sides’ a far-right figure. To us, however, it’s plain that Tallboys is simply being very careful not to say too much here. Understand­able – not only because so much of Militsione­r’s allure is in its mystery (why are you escaping? Where to? Is Militsione­r even real?) but because the game has already attracted the ire of Russia’s state-owned media, which has drawn its own conclusion­s about the developer’s “Russophobi­c” intent.

For anyone with even a surface knowledge of the country’s cultural history, however, this is the latest in a long-held artistic tradition of using symbolism to turn a subtle lens upon the past. The omnipresen­t, all-seeing Militsione­r – friend, foe, a neighbour fit into the form of something else entirely – stares unblinking­ly. We wonder what we will see when we start staring back.

“Militsione­r has an opinion on any situation that intersects with his job obligation­s”

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