Technobabylon: Cyberpunk, Episodic, Puzzle Solving Adventure

Technobabylon:

Time to Beat: 8 Hours

At first glance, Technobabylon seems like a poorly rendered and yet supposedly modern, point and click puzzle solver, based on, yet inferior to, The Longest Journey or Grim Fandango. But as I sit writing this article on an adventure game released in 2015, I find it more difficult to describe than any game in the last two years, because it confounded my expectations. Originally begun as a side project by James Dearden, with ten proposed free-to-play episodes, he abandoned it after only three were released in 2011. Fortunately, developer Wadjet Eye Games noticed Technobabylon's untapped potential, convinced James to hire an artist, and developed the game to completion.

I'd inadvertently acquired Technobabylon as part of a Humble Bundle back in October 2016 which featured Chroma Squad. But as was the case with XCOM 2 and Stellaris, the game sought, is often not the game most enjoyed, and in a similar manner Chroma Squad disappointed (see last year). I might never have installed Technobabylon, except for a Rock, Paper, Shotgun article I read.

Technobabylon tells its story over ten episodes, featuring a bewildering variety of characters, with over twenty-six actors to supply their voices. Over the course of the game, the player will control three citizens of Newtown: Latha, a thrall, who lives on public charity for the permanently unemployed, Charles Regis, CEL agent, widower, former Genengineer turned Luddite, and Max Lao, a fully reconstructed woman, an expert with Wetware, and Charlie's partner at CEL.

Though the above descriptions seemed to be written with an intent to deceive, this is not a bug but a feature. Technobabylon immerses the player in an exotic but recognizable reality by designing terminology which is easy to grasp but essential to describe its setting. The writer and developer use their terminology to support a vast, convincing world, which is especially surprising, since the player never leaves Newton, a futuristic cyberpunk city set near (in?) modern day Kenya. The world includes many facts which hover at the periphery of the story, pinging upon the players mind, like tiny texts of trivia, yet never feel invasive, but integral to the story, as even the smallest detail shapes some facet of the characters.

Eventually supporting a cast of dozens and a world of billions, Technobabylon starts simply, with Latha trapped in her cheap, squalid hovel. Part of a massive complex created for an overabundance of the unemployed, the single room apartment contains items which only barely resemble their Platonic form: a bed, table, wetware generator, and grey pulp dispenser (food). In this first scene Technobabylon appears to have originated out of the Escape the Room genre, and one might be compelled to abandon the adventure before it begins. If we're being honest, everyone's already heard the “it gets better spiel” which normally is a lie, but this time it's not. This first episode might appear inadequate, mundane, or even unconnected from larger plot, but it's a review/sample of the puzzles in this point and click game, and essential to the story.

The other aspect likely to deter players, pampered by extravagant artistic budgets (or even Braid), are its atrocious character models and its nearly as deficient backgrounds. Backgrounds are indistinct and blurry while characters are blocky, though sometimes the intended design outshines the depiction. Charlie even stutter steps around some of the scenes. But when a character speaks, their head is enlarged and enhanced, Zordon like. These faces are astounding for their detail in comparison to the character models. They are empathetically emotive, able to depict a quirky eye roll, soul wearying sadness, and faithful hope, with a realistic rigor the rest of the aesthetic lacks.
But the real question is, can an Adventure Game contribute to video games in 2017?  The popular debate of the gaming industry over the last decade has discussed the value and viability of the adventure game genre. At its best, the point and click genre combines a well written story with enjoyable puzzles. An adept puzzle maker aspires to the paradoxical combination of two elements, complexity and clarity. At its worst, a puzzle is long, complicated, and the solutions defy the basics of logic. These puzzles painfully consume the player's time, bog down the story and withdraw the player from the immersion the writer has painstakingly constructed. Simple puzzles which require no thought are better, but not much. If a puzzle can be solved without effort there was no reason for its inclusion. But puzzles which challenge the player within reason are the goal of the developer.

Though the golden age of adventure games is long past, a variety of companies have delivered premium Adventure games over the last decade, each with their own style. Telltale Games single-handedly revived Triple-A point and click games by inventing the episodic format and focusing on story over puzzles, while Double Fine has revived old products and reinventing new games around the same old structure, and smaller indie projects have found success as well (such as The Fall). Technobabylon is neither a Telltale episodic adventure, with its limited puzzle solving and player driven choices (The Walking Dead, The Wolf Among Us), nor like Double Fine's Grim Fandang which bewilders the player with needlessly complex, and outright preposterous puzzles. Instead, Technobabylon's puzzles are the perfect blend of intricacy and simplicity.

One particularly ingenious puzzle style involves reprogramming robots. This form of puzzles occurs multiple throughout, as Charlie attempts to solve a mystery. In Technobabylon a robot is composed of three elements (personality, role, and memory), and Charlie can collect robot identities (a barman, a maid who witnessed a murder, a bodyguard, a salesman), and implant these pieces into a robot body in order for it to divulge the information he desires. Another unique puzzle was introduced after a suicide bomber struck a cannibal restaurant (serves only vat grown human flesh). Though the bomber died Charlie realized he had needed an accomplice to enter the restaurant unobserved, and the man, woman, or robot who aided bomber must be four conspirators Charlie was meeting. Instead of locating evidence proving the guilt of an individual, the Charlie eliminated options by reviewing personal alibis and the manner in which the suicide bomber attained entrance to the establishment. In the spirit of simplicity, the game helpfully informs the player when a suspect has been eliminated.

And while eight hours of puzzle solving may seem like a lot, the three controllable protagonists each approach puzzles in their own way. Latha uses the Net to Trance, networking with machines, and searching for clues online. Charlie attacks problems through a rough, investigative style popular in modern criminal shows, and Max employs a mixture of their techniques, with a more levelheaded procedure. The gameplay of Technobabylons doesn't detract from the plot, but reinforces it by expanding the setting, background, and character, while not impeding the progression of the story.

There's a lot more to talk about Technobabylon: Newton, Central, CEL, how a Genegineer like Charlie came to be a widower and working as a CEL agent, and the plots to usurp control of Newton. And that will be next week's article. 

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