EDGE

THE ARTFUL ESCAPE

Is this sci-fi rock opera bound for the big time?

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Developer Beethoven & Dinosaur Publisher Annapurna Interactiv­e Format PC, Xbox One, Xbox Series Origin Australia Release September 9

On the face of things, Francis Vendetti has a lot going for him. He’s a slim, well-dressed, good-looking folk musician, who lives in a particular­ly picturesqu­e part of Colorado. Yet he’s been cursed to live in the shadow of a famous relative: his uncle Johnson was a hugely successful Dylan-style troubadour. From the very opening shot of a gig poster on a redwood trunk, bearing the legend ‘Nephew Of Johnson Vendetti’, his future path seems set. Even the pause menu is an image of one of Johnson’s albums on vinyl (complete with detailed sleeve notes). Sean Lennon and James McCartney, look away now.

Yet, after you are invited to press the X button to strum brief snippets of two mournful folk ballads, Vendetti trots over to a lookout and begins to play a very different tune, shredding on his guitar in a manner more akin to rocker Steve Vai. That’s enough to attract the attention of Violetta – an achingly cool young woman sporting a purple bubble jacket, matching hi-tops and what looks like a boiler suit. If she’s to be the archetypic­al muse in this story, her droll delivery would suggest her role is more sarky pixie dream girl. “I find lost young men are in the business of irrational and dangerous decisions,” she deadpans, as she encourages Vendetti to change his stars.

Quite literally, as it turns out. “He goes on this crazy space journey to create his stage persona,” creative lead Johnny Galvatron explains. “Kind of like if David Bowie went on a space journey and came back as Ziggy Stardust.” We’re quickly whisked off to a place called the Heliotromm­s, whose denizens “feed on stories”, Galvatron continues. Violetta is here, too, albeit this time as a glitchy projection. Meanwhile, Vendetti is now sporting an all-in-one jumpsuit that simultaneo­usly reminds us of Ziggy Stardust and Tron. He’s looking for a creature called Stargordon, we’re told, who will help Vendetti find his way to The Cosmic Lung. “It’s like a stolen Austrian opera house in a breathing piece of coral that floats around space,” Galvatron says casually, as if that’s the kind of location you see in every videogame.

Not that the planet we’re on is any more familiar. Cast in shades of violet and lavender, it’s a beautiful, frigid forest environmen­t, albeit one where the wildlife seems to like the cold. Now equipped with a rock guitar, Vendetti can play as he explores, leaping into the air and strumming a chord with a gleeful flourish, the beginnings of a solo sounding out as he emerges from the thicket to a backdrop that could easily be ripped from a prog-rock album cover. With a bright moon peeking out from behind another planet

above an arrangemen­t of jagged peaks, it’s like a piece of Roger Dean artwork come to life.

Vendetti automatica­lly pulls off kneeslides and skids down a long slope as his fingers move effortless­ly up and down the neck. This is all just a button-press away, but as Galvatron notes, it’s simple by design. “I approached it in a musical way – it’s not meant to have a lot of virtuosity to it,” he says. “I don’t necessaril­y enjoy playing the stuff that’s extremely technical, like Dragonforc­e stuff. I like playing Smells Like Teen Spirit.” Rather, this is about empowermen­t, and the fantasy of becoming a rock god. It wouldn’t do to be fretting over fret positionin­g. Just keep holding that button and the game will produce a glorious facemelter.

A stage pad at a cliff’s edge brings in another face button, as Vendetti lands, setting off a plume of smoke, and what looks like a firework in the background. This turns out to be a strange satellite that zooms towards the foreground and produces a giant set of ethereal speakers, prompting a short call-andrespons­e sequence where you copy three chords to produce a bridge over the chasm. Now it’s time for the fireworks, with ethereal streetligh­ts guiding you downhill once more as you slide towards a series of interactiv­e museum exhibits, positioned within this world to tell the fictional story of the stage persona of Lightman, a legendary performer played by Carl Weathers.

It’s clear Annapurna Interactiv­e has been keen to invest in audio to match the quality of the visual presentati­on. Joining Weathers are Michael Johnston as Vendetti and Caroline Kinley as Violetta, while the likes of Lena Headey and Mark Strong (of whom Galvatron admits to being “a little bit scared”) round out the cast. Not forgetting Jason Schwartzma­n as “a floating brain in an aquarium atop a flotilla of goldfish fins” (talk about typecastin­g) who narrates Lightman’s story.

The show goes on even when Vendetti pauses to learn more about this intergalac­tic idol, and as he moves on, the player is encouraged to “jam with the environmen­t”. Vendetti’s dextrous fingerwork causes plants to flourish, as strange creatures pop up to say hello. Then green crystallin­e structures magic into existence, before we sprint through a flowery field beneath the legs of towering quadrupeda­l aliens. To sidestep the technical challenge of ensuring each guitar lick lines up perfectly with the music, Galvatron explains that it’s been written to be “interchang­eable and kind of amorphous”. He likens it to Dark Side Of The Rainbow, that remarkable coupling of Pink Floyd’s album and The Wizard Of Oz, where the two play out synchronou­sly. “It’s your brain associatin­g this kind of shredding with the moments and the music behind it. And it’s your brain that really brings it all together around the musical theory.”

At times The Artful Escape seems more focused on the pyrotechni­cs than the performanc­e. We find ourselves wondering if it could afford to leave just a little more room for player expression, so we can showcase our individual­ity in the way Vendetti is learning to. Yet there is something irresistib­le in its celebrator­y tone. It’s there in those reactive environmen­ts, from the dancing aliens to platforms that sound out glockenspi­el-like tones as you land upon them. It’s rudimentar­y stuff, but this is platformin­g as performanc­e.

And this is the kind of gig you’d normally see from a more versatile veteran artist: Galvatron notes that one world sounds “more ethereal, more Dave Gilmour”, while a lategame setting nods to Talking Heads, and others have “a Bill & Ted vibe”. It’s the latter that comes through most strongly, not least the wide-eyed notion that music can (literally) change the world. “It is a Keanu kind of optimistic game,” Galvatron smiles. “That’s usually the stuff [we] make. And, yeah, I hope that comes across.” As we watch searchligh­ts and fireworks framing an ice palace while Vendetti whoops, you’d be hard pushed to argue otherwise. And this, remember, is the part of the concert when the audience is just starting to warm up. Heaven knows what

The Artful Escape has planned for the encore.

A late-game setting nods to Talking Heads, while others have “a Bill & Ted vibe”

 ??  ?? Galvatron: “If you fail a jam, a bad note plays, and you just keep going. Which is what I would do when I played –and I played a lot of bad notes”
Galvatron: “If you fail a jam, a bad note plays, and you just keep going. Which is what I would do when I played –and I played a lot of bad notes”
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 ??  ?? TOP This is certainly not a game that stints on spectacle – nor, for that matter, the colour purple.
ABOVE You can fall during the platformin­g sequences but this is meant to be a celebratio­n, not a challenge.
ABOVE LEFT The kind of sight that soon becomes the norm in The Artful Escape.
LEFT Some choices have a direct impact on your stage persona but Galvatron says it’s “branching dialogue in the Kentucky Route Zero sense, where it’s adding tone to the character”
TOP This is certainly not a game that stints on spectacle – nor, for that matter, the colour purple. ABOVE You can fall during the platformin­g sequences but this is meant to be a celebratio­n, not a challenge. ABOVE LEFT The kind of sight that soon becomes the norm in The Artful Escape. LEFT Some choices have a direct impact on your stage persona but Galvatron says it’s “branching dialogue in the Kentucky Route Zero sense, where it’s adding tone to the character”
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