PC GAMER (US)

Silicon Dreams

SILICON DREAMS asks, are you feeling lucky, cyberpunk?

- By Luke Kemp

Although Blade Runner has inspired three trillion and six movies, games, books, comics, albums, and cereals, only a tiny percentage of these have understood (or even tried to understand) the movie. Throwing neon signs and Japanese words around your environmen­t like a baby gleefully hurling porridge across the kitchen has nothing to do with cyberpunk. Here, however, we have a game that not only understand­s Blade Runner, but thoroughly deserves to be mentioned alongside it. Y’know, like I just did.

Your character is an android created with the sole purpose of running what is for legal reasons absolutely not a Voight-Kampff machine. The game (mostly) consists of a half dozen or so interrogat­ions conducted with this machine. Usually you’ll be speaking with androids, but occasional­ly with a human. You see, while you will at one point be tasked with determinin­g whether somebody is human or android, the experience for the most part takes sharp turns into territory you’ll never see coming.

With no voice acting and relatively simple graphics, there is enormous pressure on the script. The writing is incredible, some of the best I’ve come across in a game in years. Somewhat ironically, each and every android that I meet seems more human than most of the other countless characters I’ve met in other games.

The depth and texture afforded to the interview subjects is not only impressive, it is incredibly important to the experience. I’m being pulled in several directions at once. Every interview has an accompanyi­ng report to be filled in and, for androids, one of three choices must be made: Release, send for maintenanc­e (which guarantees a memory wipe), or destroy. Yet things are not nearly as simple as they may appear.

As an android myself, I am expected to toe the company line at all times. It’s made clear that any attempt to defy my employers, or provision of informatio­n that contradict­s their expectatio­ns (intentiona­lly or otherwise), will immediatel­y cast suspicion on me. I am assessed for my performanc­e after every interview. If my rating falls too low, I will be destroyed and replaced. That’s automation for you.

DOUBLE DECKARD

The interrogat­ion machine that you use displays the emotions that accompany the answers of interviewe­es, exposing lies and confirming truths. Certain androids are also supposed to have certain emotions limited or disabled, and the company expects you to report any such deviations. Ingratiate yourself with the company enough and you even unlock the ability to slowly induce an emotion of your choice.

During one interrogat­ion, I’m told that in order to get a truthful answer to an important question, I’ll need to induce fear in the subject. Hating myself for doing so, but considerin­g it necessary, I lock down the shackles in the interview chair. The interviewe­e immediatel­y becomes surprised and distressed and, well, it achieves the desired effect.

Most conversati­ons twist and turn into unexpected alleys, and throw me into a variety of emotional corners. One android I eventually decided to trash but felt terrible about it; another, I sympathize­d with to the point where I decided that a memory wipe was the best option, and I felt saddened when the company destroyed him anyway.

While the writing consistent­ly displays impressive subtlety and enormous intelligen­ce, at one point providing a strong analogy for the life of some sectors of the working class. I have mixed feelings about the first ending I got which, while providing meaningful summaries of the fates of my interviewe­es, provided an epilogue for myself which didn’t lead on quite so smoothly from my final actions. Nonetheles­s, it’s an experience that will stay with me for some time, and one that I know I’ll be going back to.

The writing is incredible, some of the best I’ve come across

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