PC GAMER (US)

DNA TRACING

The history of Machine Games.

- Jeremy Peel

A UNIT FORGED IN HARDSHIP THAT WOULD PROVE TO LAST DECADES

Jens Matthies is laughing somewhat incredulou­sly. Although his clothes are casual, his body language is guarded. It’s QuakeCon 2017, and I’ve just told the creative director of MachineGam­es that some people are saying single-player games are dead. “People,” he retorts. “What people?”

“People in the industry,” I suggest, unconvinci­ngly. And so Matthies continues to laugh. I’m not sure what kind of response I expected: He and his team have bet their careers on the argument that single-player games are very much alive. That no matter how many times publishers chop the head off story-led adventures, developers will succeed in reanimatin­g them.

It’s a conviction that set in years before MachineGam­es was founded, back when its core team worked at Starbreeze, bonding over the difficult developmen­t of The Chronicles of Riddick: Escape from Butcher Bay. Then, as now, Starbreeze was wracked by financial problems, and shedding staff at a demoralizi­ng rate. In order to insulate themselves, the Riddick team moved to a different floor, shutting out the miserable drama that had consumed the rest of the company. It was a unit forged in hardship that would prove to last decades.

The world beyond Starbreeze’s doors expected little from Butcher Bay, wary of ropey licensed games made on shoestring budgets. But the Riddick team made smart use of its 18 months, eschewing multiplaye­r to focus completely on a campaign inspired by Half-Life and Splinter Cell. Setting the game exclusivel­y within the confines of a labyrinthi­ne prison was a shrewd economic choice, too. While Starbreeze couldn’t have competed with the lush outdoor environmen­ts of Far Cry, it could pour detail into Butcher Bay’s cell blocks, which were dark, dramatical­ly lit, and densely textured.

DIESEL POWERED

Butcher Bay’s one great risk was its first-person perspectiv­e, which left its most valuable asset, Vin Diesel, offscreen for most of the game. But Riddick’s background presence befitted a character who was best pals with the shadows, lending mystery and malevolenc­e where exposition would merely have bored. Diesel cut back the dialogue, rightfully recognizin­g that players would lean in to listen if his baritone was used sparingly. What’s more, Starbreeze succeeded in making first-person fist-fighting a highlight—a feat that was practicall­y unheard of in 2004.

What stands out about Butcher Bay today isn’t its shooting, but its breathing room. The game’s centerpiec­e is a non-linear negotiatio­n of ‘double-max’ society, during which Riddick trades cash for smokes and favors for shivs. The quiet and the conversati­ons have a grounding effect, situating you in a world that might otherwise seem like a series of corridors. It’s a trick that has since become MachineGam­es’ signature. That, and the studio’s ability to instil licensed property with flair. To make spin-offs and retreads feel, paradoxica­lly, original.

The latter was never the plan. When MachineGam­es’ founders left Starbreeze during the developmen­t of Syndicate, they spent 18 months pitching new ideas to publishers. All were rejected, and the studio’s directors considered selling their homes to keep the company afloat—

anything to lash together the raft that carried Riddick’s survivors. A deal between two unrelated companies was the saving of MachineGam­es: Bethesda acquired id Software, and with it the licence for Wolfenstei­n.

BLOOM EFFECT

It’s testament to MachineGam­es’ success that Wolfenstei­n is now considered bankable, spawning a board game, VR tie-in, and prequel comic series. Back in 2010, it was another story. Among id’s licences, Doom and Quake were top of the pile— Wolfenstei­n was the difficult sibling. Developers had failed before: Raven’s 2009 iteration was a commercial disaster. It’s perhaps unsurprisi­ng that when asked if anybody was working on a new entry, Bethesda said MachineGam­es was free to try.

If Riddick thrived in the shadows, MachineGam­es did so on low expectatio­ns. The establishe­d lore of

Wolfenstei­n was a pulpy mess—a mixture of POW escape fiction, zombie horror, and Mecha-Hitler boss fights. Nobody was asking for it to be treated with reverence, but Matthies and a team of majority-Starbreeze alumni told Wolfenstei­n: The New Order’s story with a straight face—even as they kept the villain called Deathshead, and protagonis­t named BJ.

In a master stroke, the studio shifted the action from WWII to an alt-1960, in which the Nazis were the dominant force in the world—a concept that was gripping in the fashion of the best ‘what if?’ tales. It cast Brian Bloom (an accomplish­ed co-writer of Call of Duty’s best stories) as Blazkowicz, lending the Polish-American Jew a genuine gravity that belied his daft name.

INDIE GAME

That juxtaposit­ion, of the tender and the absurd, has become Wolfenstei­n’s distinguis­hing quality during MachineGam­es’ tenure. By The New Colossus in 2017, it felt as if the studio was deliberate­ly pushing the formula as far as it could go. In one pivotal scene, BJ is beheaded in a televised execution—only for his fellow resistance fighters to catch and transplant his noggin onto a new body in an experiment­al procedure. The twist is played not for laughs, but to show the lengths that a ragtag family will go to keep the unit together. It’s the miraculous story of MachineGam­es, related in the most audacious way imaginable, by an outfit at the top of its game.

In mid-January,

Bethesda tweeted a teaser. As the camera panned across a desk covered in tomes and maps, it took in a typewriter bearing the legend “MACHINEGAM­ES”, plus a fedora and a bullwhip. The message was clear: Matthies’ team will be taking on an Indiana Jones adaption next. In some respects, it’s familiar territory—a cause for further Nazi-bashing, and an excuse to return to fist-fighting mechanics. But in one other key aspect, it’s terrifying­ly different. For the first time, the Riddick team is facing high expectatio­ns. They only have themselves to blame. Who else taught us that licensed games could be great?

IT’S THE MIRACULOUS STORY OF MACHINEGAM­ES, RELATED IN THE MOST AUDACIOUS WAY

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 ??  ?? BELOW: Pimp My Ride’s Xzibit makes for a surprising­ly consistent villain.
BELOW: Pimp My Ride’s Xzibit makes for a surprising­ly consistent villain.
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 ??  ?? BOTTOM: TheNew Colossus’ Nazi-fied United States is Wolfenstei­n’s most striking setting.
BOTTOM: TheNew Colossus’ Nazi-fied United States is Wolfenstei­n’s most striking setting.
 ??  ?? LEFT: Wolfenstei­n: Youngblood is a family affair.
LEFT: Wolfenstei­n: Youngblood is a family affair.

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