Majesty 2

There aren’t many game sequels recently that I’d say I’ve anticipated eagerly. Since my backlog numbers in the hundreds, new releases really have to stand out in some way to capture my attention, and anything with a number after its name starts out with a handicap in that regard. But when the original delivers a unique experience, one that the industry doesn’t imitate, sequels offer the only hope of recapturing it afresh. This was my experience with DROD, with Katamari Damacy, and now, although it’s not as in-your-face weird as those titles, with Majesty.

The original Majesty was released during the height of the RTS craze, and it’s one of the few games to take the basic idea of the genre and completely change how it’s played. It’s essentially a fantasy RTS from an alternate universe where Dune II was never made and the primary model for the genre was instead Populous. You build bases, research tech, and hire heroes, but the heroes are self-willed, not under your control. This is the game’s first major subversion. You can try to influence their behavior by setting bounties on particular foes (or even just offer rewards for visiting locations on the map), but this comes out of the same budget that you use for building and hiring, and it takes a hefty bribe to make the heroes move.

What I’ve seen so far of Majesty 2 is basically similar to the original Majesty, but with prettier graphics. There are a couple of disappointments, though. First of all, it fails to even acknowledge the original’s second major subversion: its use of terrain. It basically didn’t have any. Aside from some purely cosmetic shading, the maps in Majesty were completely flat and open, with monster lairs and other significant features strewn about at random (subject to level-specific constraints). In effect, though, the flow of monster movement became a kind of terrain variation in itself. It was quite a revelation for me to realize that in fact this is enough to constrain your actions — that you don’t need impassible mountains or rivers to force the player to confine and consolidate their forces. This hasn’t been commented on nearly as much as the game’s first major subversion, but it seems just as significant to me.

Secondly, it seems to me that the heroes in Majesty 2 aren’t nearly as varied in their behavior as they were in the original. Behavior there was largely a matter of character class, and the smart player chose which character types to hire, not just on the basis of how their abilities fit the current map, but also on how they would behave. Rangers like to explore unseen territory, which can be an asset or a liability, depending on what there is out there to find. Rogues are usually the first to try to claim a bounty, even when it’s really too difficult for them. Paladins, in contrast, are unmoved by money, and instead seek out monsters to destroy, which is a good thing on levels with lots of small monsters that they can level up on, but a bad thing when they’ll just wind up charging at a boss and getting killed. That’s what it’s like in Majesty; in Majesty 2, everyone seems to behave more or less the same way, hanging out near the town until you post a bounty, then rushing after it if it’s big enough.

But then, I’m only a few maps into the game at the moment, so perhaps my judgment is premature. I’ll recite one more complaint, one that comes from other reviews I’ve seen of the game: that it’s too repetitive, that every single level is basically spent turtling until you’ve built up enough power to rush the boss. And, well, I can see why that would bother the more sophisticated RTS fan, but honestly, I find it a little reassuring to think that the tactics I’ve already discovered might last me the rest of the game.

Penumbra: Requiem

The third game of the Penumbra trilogy is actually an expansion pack for the second game. Various blurbs say that it “ties up loose ends” in the first two games, but really, the only loose end is what happens to Shelter (as the secret excavation site is called) after Philip’s messages go out, and it doesn’t even address that. I suppose there are probably players asking “What happened to Philip after the second game? How did he escape?” — to which the only sensible answers are “Exactly what you saw” and “He didn’t”. It’s a horror story. Seekers after forbidden knowledge have to pay a terrible price.

Nonetheless, Penumbra: Requiem follows Philip’s further adventures. Just one problem: none of it is real. I’ll avoid spoilers about the precise sort of unreality it is — certainly there are multiple possibilities within the previous game’s fiction — but the game doesn’t take long to start dropping hints of irrationality underlying the world, like in a Philip K. Dick novel. For example, at one point, the automatic PA-recording voice, previously heard issuing GLaDOS-like cheerful reminders about how all personnel are required to bring their cyanide capsules when on shift and suchlike, addresses Philip by name, and whispers advice clearly meant for you specifically. Later, it addresses you as “Player”. (Add Metal Gear Solid 2 to the list of games Penumbra has reminded me of!) It’s surreal, but it also lowers the stakes somewhat: how can you be worried about the effects of your actions in a world that makes no sense?

But then, the stakes are already low, because there are no monsters at all this time around. That means it can’t really be described as a survival-horror or a stealth game any more. (Crouching in darkness produces the now-familiar hiding-in-shadows screen effects, but there’s no one around to appreciate it.) Since there’s no need for places to hide in or flee through, the hub areas made of networks of corridors have been eliminated too. Instead, what we have left is a series of self-contained puzzle scenarios with no logical connections to each other: each segment ends with Philip going through a teleporter. So, it’s more purely a puzzle game than the previous installments — the only thing that breaks it up is the frequent platforming elements (including, at one point, a Donkey Kong homage).

Oddly enough for an adventure game, it doesn’t use the inventory for anything except your standard tools (flashlight, notebook, pain relievers, etc). There are things you need to carry around, but it’s always done by dragging them from place to place in the scene itself, like in Half-Life 2 and Portal. Those games built puzzles around this interface, but didn’t explore it as much as Requiem does, or show how well it works in an adventure context. I’d say it works pretty well, as long as the puzzles are designed for it. It feels more natural than an inventory menu, more like a unified interface of the sort found in Mystlike games, but provides a greater range of action than a pure Mystlike click-on-stuff interface. One key mechanic to support it is the way that objects that have to be put in a particular place (in a slot, say) are guided to that position automatically when you get them close enough. This provides important feedback, letting the player know that they’ve done something right.

I should talk about the light. All three games give you three ways of lighting up dark places: glowstick, flashlight, and flares. Overture had text suggesting that the flashlight was the best light source, but the ridiculous rate at which it chewed up batteries meant that you’d sometimes have to resort to the never-dying glowstick. I personally found that this was hogwash: the flashlight may have been better for lighting things at a distance, but since you can’t interact with distant things, the glowstick, with its 360-degree illumination, was more practical. Somehow, though, I found myself using the flashlight more in Black Plague. I’m not sure why. Maybe it was changed to illuminate immediate surroundings better, or maybe the levels just had more long, dark corridors. At any rate, the whole idea of conserving your light fits better with the survival-horror stuff than with a pure adventure game, so Requiem dropped it, and gave you a flashlight with infinite charge. I basically never turned it off.

I notice that I’m talking mostly about mechanics this time, whereas my posts about the previous ones are almost entirely about plot. That’s because there really isn’t much plot this time around. I’d guess that the authors were thinking that, because this is just an expansion pack and not a proper sequel, it can’t have any important plot developments. It’s like the Sunday episodes of syndicated comic strips: since not all newspapers have a Sunday edition, nothing can be allowed to happen that affects continuity. The mechanics, though, are top-notch.

Penumbra: Cured

The ending of Penumbra: Black Plague, and the events leading up to it, confirm some of the speculation in my last post about the role of the virus in ancient times — at least, if you trust the central virus hive mind, which can’t be completely objective on the matter. (Yes, it’s another story about a misunderstood alien hive mind. The more I play of Penumbra, the more I notice ideas from other games I’ve played recently, including ones written later. It’s as if the attempt at so many formal genres at once has turned it into a kind of cliché nexus.) It claims that it was once benevolent, but has been fighting for its life ever since the Archaic (the secret organization that built the laboratories) decided that it was a disease and had to be cured. Ah, but what about the zombies? Just infected individuals sent out to patrol the outer reaches; their zombie-like behavior is a consequence of being too far separated from the core to participate in the hive intelligence properly.

Clarence, now. He’s a different kettle of fish. “Clarence” is the name that the player character’s infection gives to himself, sardonically choosing it after inspecting your memory of It’s a Wonderful Life. A complaining bully with an Oscar-the-Grouch accent, he’s both individually smart and unambiguously malevolent, even if he does sometimes help you survive. Furthermore, he has an unnerving amount of power over your mind. He can occasionally take control of your senses, make you see things the way he wants you to see them — for example, eliminating doors that he doesn’t want you to go through, giving an excuse for Silent Hill-style variable geography. He can even erase your memories to make more room for himself. There’s one bit where Clarence implies that you didn’t actually kill Red in the first game, but that your memory of doing so is just him messing with your head for lulz. He could be lying about that, of course. He lies a lot.

I’ve talked before about how annoying the “disembodied sidekick” in an adventure game can be even when the authors don’t intend it that way, but in this game, they just ran with it. In one scene in a library, Clarence repeatedly gives obvious hints that there’s a secret passage behind one of the bookshelves. It takes a while to find the fake book that triggers it, and while you’re looking, Clarence repeatedly berates the player’s intelligence. In most other games, this would be a bad thing, but here, it serves the authors’ purpose, which is, to make you hate Clarence even more.

When you eventually find a way to cure the virus, Clarence does everything he can to try to stop you, including, in the end, simply pleading for his life. (Strange behavior for a disease!) And despite everything he’s done to you, the simple abjectness of his position provokes some pity. You are, after all, murdering a conscious being, but what choice do you have? You can’t trust him to leave you alone. It’s him or you.

But having been infected once, you retain the ability to contact and be contacted by the hive mind, and thereby get the exposition I described back in the first paragraph. The hive mind isn’t like Clarence — it’s far more menacing. It doesn’t blame you for murder, because it too wanted Clarence dead. Not because he was evil, but because because he was too individual, too human. Fortunately, all it wants at this point is to be left alone, to have the outside world forget that it exists.

But that isn’t going to happen. We still have one more game to go.

Penumbra: Black Plague

Black Plague, the second installment of the Penumbra trilogy, starts shortly after the first left off, with Philip, the player character, waking up in a cell in a secret research station hidden under the mines. I’m immediately struck by a number of surface similarities to Half-Life: ruined-laboratory look, mutated zombie-like monsters, booby-traps made of explosives wired to laser tripwires across hallways. It’s a pretty big contrast to Penumbra: Overture in style, but the gameplay hasn’t changed much — if anything, it’s this episode plays less like Half-Life than its predecessor, as I haven’t found anything that can be used as a weapon, except perhaps some bricks I could throw. Presumably the creators got complaints about the awkwardness of melee in Overture and decided to just eliminate it.

This means that stealth is even more paramount, especially since some of those zombies have flashlights. They’re pretty smart for zombies, really, capable of speaking in coherent sentences and everything. “Zombie” is probably the wrong word. Call them “infected” if you like, because documents in the game are pretty clear that we’re dealing with an alien virus here. One that takes over your mind, or, at first, just produces a second mind, which the infected hear as a voice in their head. Red, the madman in the previous episode, wasn’t just insane from isolation, he was infected and knew it. And now Philip is too. There’s a point where you find documents describing the early symptoms of the virus, such as auditory hallucinations and déjà vu, and realize that you’ve already experienced most of them. Shortly afterward, you get a full-fledged voice in your head telling you what to do, taking over Red’s previous role as disembodied sidekick, but more antagonistic.

The interesting thing here is that it seems like the virus-personality might not be necessarily evil. It might, in your case at least, be more of a symbiosis than a disease. It’s certainly capable of being helpful, and there’s been mention made of the virus helping its host to survive (or, as in Red’s case, forcing its host to survive). To a large extent, Philip’s new brain-buddy is as new to this whole situation as Philip is; its whole personality seems to be formed from reading his memories, which means that its notion of what it is and what it should be doing is informed by its host’s expectations. The whole phenomenon is linked somehow to pre-Columbian Inuit superstitions and practices that were abandoned as demonic with the conversion to Christianity (as described in a document in the previous game — this story is starting to pull together elements that didn’t seem connected before). When the infection takes hold, you have a series of nightmarish interactive visions/hallucinations/ordeals involving elements of ritual sacrifice and elements of events in the previous game (with Red’s death qualifying as both). Until you reach the end and come back to the real world, the game basically stops feeling like Half-Life and instead feels like Silent Hill. This whole bit seems like a kind of initiatory passage through the Abyss, and I can easily imagine ancient shamans, who hadn’t yet been told that the spirits are evil, deliberately becoming infected/possessed to share their wisdom.

But then again, zombies. If the infection is supposed to be benevolent, something has clearly gone wrong. If I understand right, the virus has basically killed the original personality in these cases, and, in the process, left itself stunted. But perhaps it did this in self-defense.

Change of Plans

I think I’ve fixed my recent hardware problems. As you may recall, my system was occasionally turning itself off, suddenly and without warning. Graphically-intensive games seemed to be the cause: I first noticed the problem in Team Fortress 2, but later observed it in other games, including ones that I had played without problems before. This is weird behavior for a PC: the sort of problem that can be triggered by running a game generally manifests more mildly, with the game dumping you back to the desktop with an “illegal operation” dialog. At most, you expect a system lock-up, not a system shut-down.

Well, when I was blowing the dust out of the case the other day, I noticed that some internal cables were out of place. This box keeps its wiring tidied up with plastic clips stuck to the metal of the case walls with adhesive pads, and one of those pads had come unstuck. The cables didn’t seem damaged, but they were hanging vary close to where the video card sits, and some of the dust was actually blackened. My theory is that the cables were actually touching the video card’s heat sink. Once the card started really working, the metal of the wires would carry that heat straight into the heart of the PSU, which has to take things like sudden heat spikes seriously and really has only one way of dealing with them.

With the wires re-secured, I was able to get through all of the TF2 Developer Commentary tracks without incident. So I’m ready to give the high-graphics games another try. Now that I know what was going on, I’m pleased that the system handled the situation as gracefully as it did, and apparently avoided permanent damage.

Penumbra: End of the Overture

Penumbra: Overture ends inconclusively, which I suppose is its right, as the start of a series. There are certainly loathsome things in the depths — there are a couple of harrowing chase scenes involving gigantic annelids that remind me of D&D‘s Purple Worms — but the one character who talks to you is convinced that there’s something worse beyond the sealed door at the game’s very end.

penumbra-furnaceAbout that one NPC: He calls himself “Red”, and you never meet him directly; the closest you ever get to him is the other side of an unopenable door. He communicates with you by radio (don’t ask me how that works in a mine). He’s been trapped in the mine for a long time, and has gone quite mad, and talks very oddly 1At one point he says “There is much that should leave my throat box now, but words elude me”, which immediately made me think of “My blood pumper is wronged!” and is apparently a cannibal as well, if his stilted rantings are to be believed. But he talks as if he expects you to come meet him (despite the obvious danger), and his messages provide you with cryptic guidance through most of the game. And in the end, you kill him. Or he uses you to kill himself — he admits that he really guided you to him for that specific purpose, because the entities that share his head won’t let him do the deed himself. He’s locked himself in an incinerator, along with a key you need to open that final door, the one he desperately wants to remain closed. And it’s a peculiar moment, one of those uncomfortable places where you hesitate to go where the game is leading you. The floor of the room is littered with crude planking crosses — one of the writeups at Gamefaqs sees this as evidence that Red is a vampire, but that interpretation strikes me as bizarre and out-of-place; more likely it’s intended as a somewhat confusing comparison of Christ’s self-sacrifice to Red’s suicide-by-proxy, implicitly casting the player in the role of Judas. There’s definitely a sense of agency about turning the furnace on — you can choose to just poke around avoiding the issue for long as you want, but the consequence of not doing it is that you can’t finish the game and get stuck there forever in the bottom of the mine, just like Red, which presumably means you have a lifetime of eating rats and losing your mind to look forward to. So I make the unpleasant choice.

There’s one more slight detour before you can get through that final game-ending door, and that’s going into Red’s living quarters. You get to see how this unfortunate man lived, and the things he surrounded himself with, and suddenly the dominant emotion isn’t fear but sadness. A letter reveals that he’s been trapped for 30 years, since the age of 14. And that, for me, is the emotional climax of the game. Actually going through the forbidden door and getting jumped in the dark by persons unknown is denouement.

And that’s probably where I’ll leave it for a while. Near the end, I started having those graphics card issues I’ve been having lately. Taking the system apart and blowing the dust out seems like it might have helped me get through the ending, but I want to do a fuller investigation before I start any more graphically-intensive titles.

References
1 At one point he says “There is much that should leave my throat box now, but words elude me”, which immediately made me think of “My blood pumper is wronged!”

Penumbra: Overture

When I lived within easy walking distance of a good art theatre, I used to go to a lot of movies that I had never heard of. There was something enjoyable about coming into the experience with no expectations beyond the title. It was in something of this spirit that I bought the Penumbra series when Steam put it on sale a few months ago. They were billed as horror adventure games, and seemed to have gotten pretty good reviews, and that’s about all I knew — and, since people who categorize games often have only a vague notion of what the adventure genre is 1For example, Steam also gives the Adventure designation to such titles as Earthworm Jim, Rayman Raving Rabbids, and Terminator: Salvation. , even that much was uncertain. From the title, I vaguely expected something sci-fi — “penumbra” connotes eclipses to me, which suggests a plot involving orbital mechanics, but I suppose to another person it would connote constitutional law, and that person would be as wrong as me. The setting of the first game is an abandoned mine in the cold wastes of northern Greenland, where the people apparently dug too greedily and too deep, and awoke something ancient and terrible in the darkness, as tends to happen in mines in games. 2I myself have used this premise multiple times when I needed a plot for a RPG session and couldn’t think of anything else. One time I even used it in Dogs in the Vineyard, which is a real stretch.

It turns out to be a blend of adventure, survival horror, and stealth game, all done from a first-person perspective with the familiar FPS-style control scheme. (It was quite pleasant trying the standard keys and seeing that they all worked. Can I run? Yes! OK, can I crouch? Yes! Oh, man, I can even lean!) Stealth and horror are such a natural fit that it’s surprising that they’re not explicitly blended more often. After all, given the presence of a horrible monster, what’s more natural than hiding from it? One of my big complaints about the Resident Evil style of game is that fighting monsters and winning tends to weaken the sense of fear. And it had something of that effect here, once I realized that the most common monsters can actually be fought. (There are no guns, but a hammer or a pickaxe can be used as a melee weapon.) Still, fighting is extraordinarily risky, due in part to the awkwardness of the weapon-swinging interface, so stealth is your best bet most of the time. Monster dogs of some sort (rabid? demonic? zombie?) prowl the mines; if you crouch in the darkness without moving for a second or so, your view stretches out and turns blue, simultaneously signaling that you’re safe from canine eyes and putting an unnatural cast to the experience. The best part is that hiding makes the player character anxious: if you look directly at a dog, you start to shake and can give away your location. This is a brilliant touch. Scary stuff is often scariest when merely glimpsed, and here the player is given a game-mechanical motivation to choose mere glimpsing.

The monster-avoidance parts have a certain amount of adventure-game-like content, but not more than is typical for a survival horror. It’s in the isolated safe places that the adventure content really comes to the fore and the game turns into a self-contained puzzle scenario. It’s also in these sections that the game seems least like a horror story. It’s all about repairing machinery and improvising explosives and other such hard-headed masculine activities. Much of it is physics-based, too, with things you can stack on top of each other or throw onto ledges or whatever. Inventory items are typically applied in point-and-click fashion, but most items don’t go into your inventory at all, and instead have to be dragged around with the mouse cursor. Sometimes this can be difficult; I’ve had a terrible time trying to turn valve handles this way. Still, I find it satisfying to see adventure content in a full-freedom-of-movement first-person system, a combination that hasn’t been done enough for my liking.

The overall structure so far seems to be a linear sequence of hub areas made of dog-infested corridors, each of which has several adventure-game rooms on its periphery. Backtracking is made impossible by frequent cave-ins. I could make sarcastic comments about that, but I actually think the cave-ins are presented really well. Especially the cloud of dust that they raise. I can practically smell the dust clouds in this game.

References
1 For example, Steam also gives the Adventure designation to such titles as Earthworm Jim, Rayman Raving Rabbids, and Terminator: Salvation.
2 I myself have used this premise multiple times when I needed a plot for a RPG session and couldn’t think of anything else. One time I even used it in Dogs in the Vineyard, which is a real stretch.

New Failures

Games on Steam that I’ve tried and failed to play in the last 24 hours:

Majesty 2: Sequel to a game that I quite liked. Steam had it on sale for $10, so I picked it up. Before I was done with the tutorial, it triggered the spontaneous-shut-off problem that I first observed in Team Fortress 2. This has happened in a few other graphically-intensive games lately.

Audiosurf: Included in that Steam indie sale pack that I’ve played most of by now. (Mr. Robot was in the same pack.) Launching it with Steam already running brings up a featureless white window that either goes away after a fraction of a second or freezes up and has to be killed through the task manager. Launching it without Steam already running somehow lets it get far enough to put a bunch of text in that window, then crash with the error “Questviewer.exe has encountered an error and must close”.

Gish: Part of the same sale package as Audiosurf, although I already had a registered copy from pre-Steam days. After twice temporarily feezing up with a dusting of random pixels and then coming back with a video driver error saying that the hardware had to be reset, it finally turned off the machine like Majesty 2. This from a 2D game.

I’m really going to have to get a new video card. I’m willing to put it off for a while, though. There are still plenty of games that don’t need it.

Mr. Robot: Finished already

So, I’ve made it to the end of Mr. Robot. Steam reports that I spend 14.6 hours on it — a solid weekend’s worth of obsessive play. It’s a good length for a game.

I have to admit that I lost the thread of the plot at some point. There was some business about humans downloading their minds into robots, destroying the human body and the robot mind in the process. That much I followed. But eventually one of my ghost companions said something about deciding whether or not to destroy the notes from Earth, and I had no idea what that was about. Or, well, some idea: it’s either about the consciousness-downloading process or the fact that the robots were developing sentience, but I didn’t know which. At any rate, the companion in question, a downloaded human, said that she trusted my judgment on the matter, which was a little uncomfortable, because I had already inadvertently betrayed that trust by not paying attention. I seem to be quite prone to forgetting plots when I’m concentrating mainly on gameplay, provided that the plot is separate enough from the gameplay to allow it.

And that’s too bad, because it seems like there’s a certain amount of actual plot branching in this game. (At the very least, there seems to be one bit that can be got past in two different ways, one involving the death of a fellow robot, one not.) Maybe I’ll make an Achievement run at some point and see just how much variability there is.

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Mr. Robot

Here’s a hard one to classify: it’s a combination of a 3D platformer, with realtime enemy-dodging and Sokoban-like block-pushing elements, and a combat-based RPG. Platformer-mode and RPG-mode are basically separate, with completely different control systems and graphical styles, and don’t have very great effect on each other except on the level of plot. I suppose that a lot of CRPGs (particularly the old ones) have separate style and mechanics for the overland exploration mode and the dungeons or whatever, but here, Platformer-mode could have been a satisfying game in its own right.

mrrobot-catwalkThe premise is that you’re a general-purpose worker robot on an interstellar colony ship. You can probably guess the initial plot complications: something goes wrong, the colonists aren’t brought out of cryo-sleep, the ship’s main AI seems to have gone mad. (Just in case you might not be expecting this from the start, the authors have named the ship’s AI “HEL 9000”, just one letter off from a 2001 reference. It’s blatant enough to make me wonder if they’re planning on subverting it in a later chapter.) The ship is made of rooms, which are made of tiles, which are viewed from a fixed oblique angle. I almost described it as “isometric perspective”, but inspection of apparent sizes of tiles proves that wrong: it’s just ordinary linear perspective viewed from an unusual vantage point. I suppose it’s easier to do it that way in the age of ubiquitous 3D graphics support. Still, it plays like an isometric platformer, which is to say, it’s sometimes hard to tell where things are spatially, and it takes a while to get used to how the controls work with the diagonal grid lines.

mrrobot-cyberEvery once in a while there’s an obstacle that can’t be jumped over or pushed aside, and instead has to be hacked around. Cyberspace is where the RPG stuff comes in: you hack by defeating various software entities in turn-based combat. Cyberspace combat may seem dauntingly complex at first, with lots of unfamiliar concepts to learn, but only until you notice that it’s really just standard fantasy combat with the words changed: “I.C.E.” is weapons, “programs” are spells, “extreme attacks” are limit breaks, etc. There are some interesting character types, such as the “Comms Mech”, which seems to specialize in manipulating “power” (mana): stealing it from enemies, sharing it with friends.

About those friends: Yes, cyberspace is party-based, even though there’s only one of you in Platformer mode. The rest of your party isn’t physically present: it’s the “ghosts” of robot minds that you’ve stored in your own memory, rescuing them when their physical bodies are destroyed. You know how in some RPGs only the leader of your party is visible on the overland map? I think Mr. Robot is the first game I’ve seen that has a reasonable reason for that.

Anyway, just as there are lots of RPGs with a separate overland mode, there are lots of sci-fi games (including some platformers) that have some kind of hacking mini-game. But here, even though the hacking fills a mini-game’s niche in the platformer, it doesn’t feel like one. It’s too elaborate for that, too large a part of the total game experience, and, perhaps most of all, the persistence of state (experience, equipment, and so forth) between hacking sessions seems very non-mini-game-like. Like the platforming part, it could be a full game in its own right. So do the two aspects of Mr. Robot gain anything from being conjoined like this? Well, at the very least, it provides some variety of action. I’ve already put in a couple of multi-hour sessions today, and I can easily imagine either mode becoming tedious if unrelieved.

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