Monday, October 7, 2024

Sunless Skies

"And the stars will show
Where the waters flow
Where the gardens grow"
 
Roxette - Stars
 
 
After a dishearteningly tough mission in Battletech (my spaniel took it good in the meat) I decided to follow through on a decision I regretted ever since being disappointed by Sunless Sea: having already bought its sequel. To my relief though, Sunless Skies reads and plays better... better enough that if you've been curious about the Fallen London / Sea / Skies genealogy, go ahead and skip the first two and grab Skies on sale. (Though really, for a much smarter take on the same choose-your-own-adventure exploration roleplaying caravan management precept, it still can't even remotely measure up to Vagrus: the Riven Realms.)

Look, it's not like I have any compunctions against nitpicking when the mood strikes me, but every once in a while I run across even a basic concept rotted through from the bottom up. Here it's the attempt to mash together florid Victorian-flavored oneiric fantasy text walls with 2D 1980s arcade gameplay. Yes it does feel every bit as jarring as you might think to go from pages of precious poncy tea-sippin' among Her Majesty's subjects at the Maiden and Unicorn beneath the elegiac firmament of Eleutheria... straight to "pew-pew space invaders"
 
I can't avoid the impression that Skies and its predecessors (much like pixelated "retro" fare) staked out a market niche of sophomoric hipsterism, an audience which would like to play video games but also turn up its nose at them, and so will only accept a primitive parody of game-playing so as to maintain that feeling of superiority. Similarly, though the writing demonstrates plenty of linguistic aptitude and familiarity with adventure/horror tropes, every encounter rides the ironic/postironic high horse. Wouldn't want to be caught getting truly invested in a work a fiction, now would we? Chalance is ever so... common. *sniffs contemptuously* So call perception "mirrors" and call willpower "hearts" and make it a steam locomotive floating in the skies to scorn the more obvious (and just as period-appropriate) dirigibles (see space dudes not-in-space) then just ladle on a couple of repeating gimmicks ad nauseam: making fun of stuck-up old-timey brits (which SYABH pulled off better) and <abstract concept> (hours/souls/etc.) is edible/sapient/iacthulhufhtagn. Just to make sure everyone understands you're above the execution of your craft, slap on some lines like "Piranesi is, of course, bigger on the inside" (cf. "you know how elves are") and you're all set to bilk your thoroughly validated devotees by, say, peddling a $9 soundtrack for a $20 game.
 
Pity.
The creative team obviously boasted some ability. The florid prose can be quite charming when it's not crawling too far up its own ass, a few of the locations/monsters are intriguing, the layers of terrain float enchantingly below you as you chug along and the spacing of towns/hazards (along with intelligible instructions and more balanced resource consumption) makes for a far more workable horse trading core loop than that of Seas. I'll even praise Skies' travel when I talk about the virtue of distance. But the combat is both dull and annoying, the caravan simulation's pretty shallow since you rarely plan longer than one stop ahead, and engaging writing grows out of combining simpler elements (like my spaniel taking it in the meat) not strained LOLrandomness.
 
Still, unlike Sea, I have to grudgingly admit that Skies does actually... function... so long as you're willing to save-scum and not waste your life starting over every time you miss a cannon shot.


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P.S.: Don't get me started on their wokey abuse of the royal "they"
We are not amused.

edit 2024/10/13
Forgot to mention one bit of idiocy: why would you ever make a game about floating without taking the third dimension into account?

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