Archive for the 'Shooter' Category


Strife: After the Programmer

With the defeat of the Programmer (is that like the Death of the Author?), I obtained the device he was using to call down those nasty lightning bolts, like Megaman wresting new attacks from his fallen foes. It drains my health when I use it, so I’m not sure whether it’s ever actually worth using — perhaps if I found myself short on ammo and long on healing items. I can only assume that the Programmer had it rigged so that when he used it, it drained someone else’s health instead.

And with this, the game’s overarching goals appear, and start to give the game a structure. It seems this device is just one piece of a five-part megaweapon called the Sigil. Macil, the rebel leader, has tasked me with finding the other pieces, supposedly to keep them out of the Order’s hands. Thing is, putting them in the rebels’ hands might not be much better. Talking to Macil and his troops (the Front, as they call themselves), it’s pretty clear that getting rid of the Order is just phase one of his master plan for world domination. They’ve already gone and moved their headquarters into the castle we just stormed, and are all set to lord it over the commoners like its last occupants. There are supposedly three endings to the game, so I assume that I’ll be called upon to make a decision about what happens to the Front at some point.

Now, even though this is the point at which the overplot kicks off, I’m also noticing the game becoming more and more FPS-ish. The first several missions were rather amenable to combat-light play, with lots of avoidable alarms and guards you could simply outrun rather than engage, and they were relatively short, which meant I returned to the hub to interact with NPCs, shop for equipment, and otherwise engage in non-Doom-like behavior fairly frequently. Now that the missions are longer and the enemies are tougher and more numerous, it all feels much more like a traditional FPS, and that’s affecting how I play. In an RPG-like environment, you typically don’t have the option of pursuing every opportunity: everything you decide means something decided against. So as long as the gameplay felt more or less like a RPG, I didn’t feel like I had to explore every avenue, kill every monster, find every secret. (There aren’t a lot of secrets in the game that are officially counted as such, but there are a lot of hidden caches of equipment.) But once it feels more like a FPS, my sense of completism takes hold. There’s a cave you go through that has two paths through it, one guarded by lots of enemies, the other involving tricky jumps on small platforms. Even when I had finished what I had come to the cave to do, I had to go back and try the other route.

Strife: Graphics

strife-pipesStrife is of course crude by modern standards, coarsely pixellated, made of broad, flat surfaces and low-res bitmaps. One of the first things you see in the game is a bunch of sewage pipes with perfectly square cross-sections, with a texture map that tries and fails to make them look round.

The game plays at a default resolution of 640×480, which is the maximum resolution in the original engine. ZDoom gives you the option of higer resolution, but I haven’t been taking advantage of it — in fact, until I checked for the purpose of this post, the sense of smoothness you get from a higher framerate had me convinced that it was in a higher resolution already. One of those tricks of visual perception, I suppose: once the flow of new data to the brain reaches a certain threshhold, the brain finds it a lot easier to interpolate details that aren’t there. So it lets you interpret the environment with less strain, which helps in unexpected ways. In some places there are doorways with a pale green border, indicating that crossing this threshhold will trigger an alarm and make the guards start shooting you. I don’t remember noticing this mechanism the last time I tried playing, but it seems very clear now, and I think this is mostly because the green border looks better-defined.

Still, the texture maps are coarse no matter how clearly you perceive them, and the enemies and other bitmap objects are even worse. Doom, it strikes me, got away with this better because most of the bitmap objects there were monsters, and for the most part you viewed them from a distance, or tried to. In Strife, you’ve got NPCs, as well as ornamentation like candles set on tables in the tavern — things you see close up and blocky.

But you know something? It still works.

strife-programmerI’ve just got through my first major boss battle, against an entity called the Programmer, one of the key figures in the Order’s hierarchy. He flies around on a little flying saucer with spikes on it and calls down small lightning storms that hurt a lot. He’s small enough and fast enough that you can easily lose track of where he is, and if you ever stop moving for even a second, he will kill you. It’s a very adrenaline-surge-inducing fight, and while it was going on, I absolutely did not care about the blockiness of the graphics. The graphics did their job.

Strife

strife-outdoorsDenied the opportunity to continue with Half-Life 2 Episode 1, I found myself still craving some FPS action. This seemed like as good a time as any to bring out the oldest FPS on the Stack. Released in 1996, Strife was one of the earlier attempts at making a FPS that was more than just a FPS, like Deus Ex four years early. It’s the only game I know that uses the Doom engine for something resembling a RPG: it’s got non-combatant characters with conversation trees, stores where you can buy equipment, even a couple of upgradable character stats (maximum health and shot accuracy). (All of which Ultima Underworld had in 1992, but that didn’t use the Doom engine.) It has a stealth component, with alarms that you can try to avoid setting off. And it’s got a story. Not just a premise that gives you an excuse to shoot stuff, but a story that you interact with and which, to some extent, you influence with your decisions.

That story is, however, pretty comic-bookish. It’s the story of a medieval-looking city taken over by evil cultists with anachronistic technology. The Order (as they call themselves) have achieved their dominance by obeying the voices they started hearing in their heads after a nearby meteorite strike. This sounds like a job for the Meteor Police from Maniac Mansion, but since they’re not around, expelling the Order is left to an underground rebel group that the player joins shortly after the start of the game.

This game is old enough that I had some difficulty getting it working. Setting the executable to use Windows 95 Compatibility Mode got it to stop hanging up my machine, but there was no sound, and sound is actually pretty important in this game — sometimes you get audio-only messages from your contact in the rebel alliance. Even when I set it up with the right IRQ for soundblaster compatibility, the sounds were distorted by micro-pauses. Running it under VDMSound seemed to undo the effect of Compatibility Mode. DOSBox got the sound and music working, but trashed the framerate, unless I turned up the emulation speed a lot, at which point it started becoming unresponsive to the keyboard. Eventually I discovered ZDoom, a very nice modern re-implementation of the Doom engine that’s completely compatible with Windows XP and supports Strife‘s data files. Playing under ZDoom isn’t a perfect replication of the original Strife experience: you lose the ability to examine inventory items, the sound clips on exiting the game don’t play, and a few other minor details assume their Doom defaults rather than their Strife customizations. But it’s a lot closer to the intended experience than I was getting by any other means.

Half-Life 2, Episode 1

hl2e1-alyxAfter playing episodic adventure games, it seems only fair that I follow up with the noble failure of the episodic FPS. The confusingly-titled Half-Life 2, Episode 1 has of course been on the Stack since I purchased the Orange Box, and for stack purposes I’m counting it as a separate title.

The episode begins with an intro sequence that essentially says “never mind” to Half-Life 2‘s epilogue and puts you right back into the situation you were in at the end of the final boss battle. Alyx Vance, sidekick and presumed love interest, seems to be a more or less constant companion this time around, and the designers put some effort into coming up with gameplay that takes advantage of her. In one segment, you’re attacked by alien bugs, which can be killed most efficiently by flipping them over on their backs with the gravity gun and letting Alyx shoot them while they’re helpless. Before that are a few scenes in darkness with lots of zombies. You have a flashlight built into your hazard suit, but limited ammo. Alyx has a different gun than you and loads of ammo for it, but no flashlight. So you spend most of that part just shining your light on things for Alyx to shoot. (In restrospect, it would have been simpler to trade guns, but I can’t blame Alyx and Gordon for not thinking of that, seeing how I didn’t.)

These things remind me of using the pheropod to send antlions after enemies in Half-Life 2. Although this is a shooter, you’re not always doing the shooting yourself. Sometimes you’re just directing it.

Another thing that reminds me of the pheropods: If you catch a rollermine with the gravity gun, Alyx can hack it to attack the enemy. This is the sort of thing she’s been doing all along, really — there were scenes in Half-Life 2 where she pulls similar tricks on automated gun turrets — but rollermines are mobile, and seek out things to attack, which makes them seem more like monsters than weapons. So this seems like an extension of a theme I noted before, the enemies switching sides 1One example of this I failed to note in my previous post: Dr. Kleiner has a defanged headcrab that he keeps as a pet., except this time applied to something purely mechanical.

At any rate, it looks like I’ve gotten as far as I can get in this episode for the moment. From near the beginning, it has sometimes crashed to the desktop when it loads a new area, and now I’ve reached a point where this happens consistently. The worst part is that it crashes slowly. It’ll spend a minute or so with the word “Loading” on the screen, and I won’t know whether it’s actually loading or crashed. Then the screen will go black for a minute, and then, even when the desktop comes up, it’ll be another minute before it actually displays a dialog box with an error message in it. Upgrading my display drivers has not helped, so it’s time to hit the support forums. The slowness is the sort of thing I associate with running out of memory, so maybe slapping another gigabyte into the machine would fix it, but I’d like some confirmation of this before I pony up the dough.

References
1 One example of this I failed to note in my previous post: Dr. Kleiner has a defanged headcrab that he keeps as a pet.

Half-Life 2: Ending

hl2-factoryThe original Half-Life memorably begins as a literal “game on rails”, with the player confined 1Actually, you can get out while the car is in motion if you really want to. You just die immediately. to a train car as it passes by various scenes you’ll encounter later in the game. It’s essentially a cross between a theme park ride and machinima.

The equivalent scene in Half-Life 2 comes toward the end, when Gordon rides around the invaders’ cavernous citadel in a coffin-like restraint hanging from a network of rails, a device seen earlier hauling prisoners around. Where the Half-Life train was a vehicle of foreshadowing, this is one of recapitulation and recontextualization, as you’re shown the things you’ve been fighting against — the gunships and tripod robots and cyborgs (for that’s what the Combine soldiers are, as the player certainly suspects by this point) — as mass-produced components of a vast, inhuman war machine that Hitler could only dream of.

It would be daunting to stand alone against all this if it weren’t for the fact that you know the game is ending soon and all you really have to stand against is a final puzzle-boss. The game powers you up for the last few battles, doubling your maximum “energy” (armor) and granting you a last-minute Ulitmate Weapon, after destroying all your other weapons to make sure you use only the Ultimate one.

The crazy thing is that the Ultimate Weapon is a powered-up Gravity Gun. The Gravity Gun is one of three special-purpose weapons in the game, the other two being the Pheropod that controls the bugs, and the rocket launcher. (A rocket launcher may not sound like a special weapon — it’s part of the Doom-standard arsenal, after all — but Half-Life 2 turns it into a special weapon by (a) only letting you carry three rockets at a time and (b) providing enemies that can only be killed by hitting them with more than three rockets. Thus, it’s not so much a weapon as a device the designers use to make you run around looking for ammo while getting shot at.) The Gravity Gun’s merits are basically that it can thump headcrabs at a slightly greater range than the crowbar, and that you can throw it into reverse to attract objects. The latter function is much more useful than the former: throughout the game, one can use it to pick up supply boxes lodged in unsafe or inaccessible spots, and there are specific scenes where you can use it to do things like pull the plug out of a force field generator while on the wrong side of the force field. In short, it’s more tool than weapon, and appropriately goes under the same hotkey as the crowbar. It’s a clear precursor of the Portal Gun in both its non-combat utility and its three-flanged design. But after receiving a shot of alien mojo, it becomes capable of hurling enemy soldiers about like rag dolls.

I talk about “aliens”, but the game is oddly non-specific about what the “benefactors” are. You see lots of clearly alien technology, but you never see what’s behind it. There are aliens, sure, but the only ones you see are mere animals (like the headcrabs and antlions) or on your side (like the Vortigaunts). The ultimate enemy in the game is not one of the invaders, but just their quisling, Dr. Breen. Breen is a transhumanist apologist for alien atrocities who seems to have bartered control of Earth for protection against the creatures unleashed back in the first game. Breen is also a personal acquantance of Gordon from Black Mesa. Towards the end, it’s mentioned that Breen was an administrator there. This makes so much sense.

Breen is also the only other character who hints that he knows about the enigmatic G-man, the Agent Smith-esque prime mover behind all the events of the series (it’s implied that he supplied the “anomalous materials” that Black Mesa was conducting research on, which would explain how he met Breen). Occasionally throughout the games, the G-man can be seen watching you from inaccessible locations, as if checking up on your progress, and in the ending of Half-Life, he offers you employment, although if you refuse his offer, you simply die alone in an alien world. Half-Life 2 apparently begins with the G-man waking up Gordon and re-inserting him into normal time, and ends with him freezing time to remove Gordon until he’s useful again. Even within his role in the game, he almost seems meta, which makes Breen’s knowledge of him seem a little Metal Gear Solid-ish. I saw an article somewhere arguing that the G-man is the personification of Valve Software: he sets everything up, he’s omnipresent within the game, he takes you away from the Half-Life world for years at a time between scenarios, and he offers you a mere illusion of choice — something he acknowledges outright in the ending scene of Half-Life 2. The Vortigaunts call Gordon “The One Free Man”, which is supremely ironic, given both the gameplay and the story. On the other hand, he’s also the one character in the game who isn’t controlled by a computer.

References
1 Actually, you can get out while the car is in motion if you really want to. You just die immediately.

Half-Life 2: Level Transitions

If there’s one thing the Half-Life games do well, it’s keep the player playing. Partly they do this by keeping the gameplay varied, following up an intense firefight with a puzzle area, or a tunnel crawl where headcrabs leap at you from close up with a rooftop scene where you have to take down a flying gunship by means of steerable missiles.

More insidiously, though, they keep you playing by simply never giving you permission to stop. Most FPS games divide play into levels, and make it very clear when you go from one level to the next, usually in advance, making it easy to say “I’ll just finish this level and quit”. In Portal, for example, level transitions are signalled by arriving at an elevator. When you get in the elevator, the next level loads, as signalled by the word “Loading…” appearing in the middle of the screen. When you emerge from the elevator, the first thing you see is a sign indicating what level you’re on — the idea of levels is part of the story as well as part of the underlying technology. When you reach the point in the story where the levels stop, you no longer get the elevators, but you still occasionally get that “Loading…” message as you walk along.

And that’s mainly what happens in Half-Life. The transition is something you don’t see coming, and once it happens, you’re already in the next level, so you might as well keep playing. Beyond levels as unit-of-loading, the game is divided into Chapters, which are units of story and which are often themed around new gameplay elements (kind of like in DROD). But even the transitions between chapters are subtle, only signalled by a chapter title briefly overlaid on the screen while play continues as normal. The new weapon or monster or whatever that defines the chapter doesn’t necessarily show up right away, either.

The game is not without obvious stopping points — every once in a while there’s a Resistance base where you can replenish your ammo and listen to people talking plot. But I’ve been finding that I don’t stop at those places. I stop when I’m repeatedly failing to get through a fight. I figure that if I’m making no progress, it’s because I’m approaching it wrong, and should try it with a fresh mind later. This means that my typical session starts with a tough battle. This can’t be what the designers had in mind.

Half-Life 2: Women

Apparently the folks at Valve decided that one of the flaws in the original Half-Life was the lack of sex appeal. Every human (or apparently human) character is either a wrinkled scientist, a security guard 1known as Barney — yes, there are multiple security guards, but they’re all known as Barney with an unflattering uniform and a hick accent, a faceless enemy soldier, or a creepy probably-alien G-man. And with the exception of some special-forces ninjas who you hardly ever see (because they’re ninjas), they’re all male.

Half-Life 2 corrects this by (a) handsoming up Barney and making him into a hero of the resistance, and (b) introducing the young, attractive, tough-as-nails Alyx, daughter of one of the scientists and occasional companion to the player on missions. Alyx provides essential technical support as well as essential dialogue, driving the plot whenever she’s present. She’s handy in a firefight, too, helping you to flank the enemy: there’s one bit where she suggests that you surprise some CP troops by coming through two different doors at once, and it works beautifully if you follow her advice. And when you part ways, she says “Gordon… Take care of yourself” in a tone of voice that makes it clear that she’s the action hero’s designated love interest.

But personally, my heart belongs to another: the nameless resistance sqaddie who, alone with me in a courtyard littered with dead soldiers, spontaneously shared with me an incredible insight into her character. “Sometimes,” she said, “I dream about cheese.”

I’m probably not doing justice to the profundity of that statement. The delivery probably has a lot to do with it. But this is a person who’s living in a battlefield, who has to fight for every moment of her existence. And still, sometimes, she dreams about cheese. It was just a strange and beautiful moment.

The tragic thing about nameless squaddies, in both Half-Life and Half-Life 2, is that they always die. They come to you with great faith: you’re the famous Gordon Freeman, hero of the Black Mesa incident! With you on their side, they stand a fighting chance! And then they start following you around, and they help you survive encounters that would have been very difficult otherwise, and then, one by one, they either get killed because you told them to go somewhere, or get killed because you didn’t tell them to go somewhere. But I took some personal interest in Cheese Girl, hoping that she, if no one else, would survive until we parted ways. No such luck. She was, in fact, the first to die. Later, though, thanks to the fairly small NPC pool, I met her again. And she joined my team again, and got killed again. It’s just like Silent Hill 2.

References
1 known as Barney — yes, there are multiple security guards, but they’re all known as Barney

Half-Life 2: Bugs

hl2-bugsThe Half-Life games have a reputation as the thinking person’s gorefest. They focus more on environmental puzzles than the typical FPS. They pander to the intellectual mystique by giving us a bearded, bespectacled action hero with a PhD in theoretical physics. But mainly, the original was one of the first games of its genre to try to tell a compelling story, and to do it entirely through the FPS medium rather than through cutscenes or journal entries.

The story told wasn’t just a simplistic good-vs-evil one, or even morally-questionable-vs-evil (as seems to be fashionable in the more violent games these days), but one of confusion, of terrible things happening without anyone wanting them. One of the more effective plot elements is the re-evaluation of the soldiers. At first, the PC’s colleagues believe that soldiers are coming to rescue them from the monsters they’ve inadvertently unleashed, but it turns out that their orders are to contain the incident by killing everything on the site, scientists included. The soldiers are initially depicted as brutes who enjoy murdering unarmed civilians — “I killed twelve dumb-ass scientists and not one of ’em fought back. This sucks.” — which justifies in the player’s mind anything you do to them in return. But later, you overhear other soldiers talking about Gordon Freeman, the player character, who’s been declared enemy #1 at that point. One of them says “All I know for sure is he’s been killing my buddies”, humanizing their side of the struggle. The climax of this part of the story is when you overhear a commander declaring in no uncertain terms that he disagrees with the orders. If that had happened earlier, there could have been reconciliation, but it’s too late. When he sees you, he will recognize you as the person who’s been killing his men. He’ll try to kill you to prevent you from killing him, which means you have to kill him to prevent him from killing you. You have to wonder how many real-world conflicts play out the same way, fear of violence making it a certainty.

Half-Life 2 also has masked soldiers, the “CP” (opposite of the PC?), first shown abusing the citizens of the dystopian city where the game starts. If the player is ever given reason to sympathize with them, I have yet to reach that point. OK, there is a scene at a recruitment office, where an applicant tells you that, although he doesn’t like the CP, he’s decided to join them because it beats starving to death on the street. But that’s been it so far. The game has, however, been rehabilitating the monsters. One of the most common monsters from Half-Life was the Vortigaunts, very-rougly-humanoid aliens that can shoot energy beams. In Half-Life 2, a number of them have learned English and joined the human resistance, and provide you with lots of assistance, making me feel guilty for having killed so many of them back in the first game. And one of the things that the Vortigaunts give you is the means to tame the bugs.

The game calls them “antlions”, even though that name is already taken. They’re roughly the size of large dogs, and they burrow under the sand, emerging to attack anything that walks on it, endlessly spawning more to replace those killed. One of the more interesting bits of gameplay is a sandy area with scattered rocks, where you can move safely as long as you stay on the rocks. If you slip, bugs come, and you have to get back on the rocks before you can kill them all, but their attacks tend to push you off.

Now, the bugs aren’t the sort of thing that can say “All I know for sure is he’s killing my buddies”. They’re dangerous animals, nothing more. Once you have a Pheropod, though, they’ll never hurt you: they’ll just follow you around, unless you throw the Pheropod at something, in which case they’ll rush over there and attack whatever they find. You can use this to fight battles without putting yourself at risk, crouching behind cover while your chitinous minions do all the work and get slaughtered in great numbers for your benefit. (This is another way that it’s a thinking person’s game: scenes that reward tactial thought more than quick reflexes. It’s the polar opposite of Serious Sam.)

There’s some uneasiness about this kind of fighting, though, because you’re basically using monsters to attack humans. In fact, you’re using them only against humans, as it’s established pretty early that the bugs are no good at all against monsters. Back in the first Half-Life, it was whispered among the soldiers that Freeman was responsible for the whole emergency — that he had deliberately summoned the monsters. While it’s true that he had a hand in the experiment that created the rifts between Earth and Xen, there was nothing deliberate about it. But now, in the sequel, you really are summoning alien monsters and setting them on your enemies. I really hope that the CP is making video recordings of these fights, because there’s some priceless anti-resistance propaganda to be made from this.

Half-Life 2: Ha-ha

hl2-pastoralIt turns out that Half-Life 2 does have a lot of open-air scenes after all. It’s also a very linear game, but the line varies in thickness: sometimes you’ll be out driving a vehicle (I’ve used a fanboat and a dune buggy so far, both of which look like they’re made of scrap metal), with a large area around you to do wide turns in, and suddenly your path will be blocked by a gate that can only be removed by throwing a switch inside a nearby building at the end of some small rooms and twisty hallways.

When you’re outside, the game does its best to give an impression that the environment is larger than it actually is, and that you have more options than you actually have. Obviously it isn’t just FPS games that try to do this: adventures have been creating the illusion of rooms just out of your reach since the intro to Planetfall. What it means in Half-Life 2 is that attempts at exploring the periphery loop back fairly quickly, and the game takes advantage of the beefiness of its graphics engine to render unreachable scenery objects in full detail out to a considerable distance. I haven’t encountered the “invisible wall” effect found in many other games, constraining you when you stray from the path by halting your forward movement for no obvious physical reason, but there are lots of places that look like they’re passable until you’re very close, at which point it’s clear that the slope is too steep or the gap is too wide or whatever.

It reminds me of a landscaping technique sometimes called a “ha-ha”. A ha-ha is essentially an inconspicuous ditch or drop-off with a retaining wall. The idea is that it gives you a seemingly-continuous view from your manor window of verdant pastures unmarred by fences, but still keeps the cattle off your croquet lawn.

But, although the player’s view in Half-Life 2 is the illusory continuity seen from the manor house, you’re not on the high ground. The ha-ha is there to limit you. Thus, the level designers of Half-Life 2 treat the players like cattle.

Half-Life 2

I’m fortunate enough to be one of the few people who bought the Orange Box without paying for anything twice. I’d played the original Half-Life, and I knew I wanted to try the sequel, but in 2004, when it was released, my home system was behind the technology curve and probably incapable of displaying the game in all its glory. (Even on my current system, the game doesn’t recommend all the highest graphics settings.) So I resolved to wait for it to be anthologized, and was rewarded for that decision with Portal.

hl2-tvThe first and most obvious thing about Half-Life 2 is that it’s graphically impressive — far more so than Portal, which used the same engine. I’m probably more easily impressed by graphics than usual right now, given the quality of the 3D graphics in the last game I played, but that’s not all there is to it. Half-Life 2 puts a lot of effort into strutting its stuff. The first room, for example, has a huge holographic TV: a fuzzily translucent texture-mapped object that uses another realtime 3D scene as its texture. It seems to me like this stuff is somewhat front-loaded, with the biggest visual thrills coming at the very beginning, when you’re just walking along and looking at the scenery because you don’t have a gun yet. As with the first Half-Life, this segment of the game lasts a surprisingly long time, but once you can shoot at monsters, the game seems to settle down into mostly tunnels. But it can’t all be tunnels, can it? There are those immense tripod robots; they wouldn’t fit in tunnels. I’ve caught just the merest glimpse of one of those as it lumbered past a barricaded alley, and that glimpse was breathtaking, even though I had seen pictures of it before. So it’s not just the advanced technology that’s impressive: there’s good cinematography showing it off, which is especially impressive when you consider that the player is in control of the camera. But the player, by and large, looks where the designer wants the player to look. As in an adventure game, it’s all about manipulating the player, and rewarding the player for being manipulated.

I’m a couple of chapters in now, and the gameplay has been mostly standard FPS fare with scattered puzzles, but with some twists. There’s a kind of flying robot that flashes a bright light at you, blinding you for a few seconds if you were facing it, which gives the player a motivation to aim away from the enemy sometimes. There’s the exploding barrels, which aren’t new in themselves (they’ve been a mainstay since Doom), but the degree to which the enemies use them as a weapon against you is.

Anyway, I’m quite delighted with the gleefully grim tone of the work. The original Half-Life, with its ironic juxtaposition of alien carnage with things like workplace safety posters, had a strong vibe of comfortable simplicity running headlong into its inadequacy against the horrors of the world, like a 1950’s film on surviving a nuclear attack. (The title itself seems to have been chosen for this connotation. It has nothing to do with the game’s content.) HL2 turns that up a notch, giving us a smiling, genial politico beaming proudly as he welcomes you to his full-blown dystopia and explains why the planet-wide field suppressing human reproduction is actually a good thing.

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