Skip to main content

Posts

Veins Shooting from an Urban Sprawl: Cyberpunk 2077, Citizen Sleeper, and The Dream of Escape

  Some spoilers for Citizen Sleeper and Cyberpunk 2077 below. Citizen Sleeper is a game I thought I loved. Liked? I still know that, but for a while since I played it in 2023, it stood as an example of great harmony between gameplay and thematic intent. It’s funny, how stuff lives up in your head, huh? I replayed it this week on my Switch while visiting my parents for a few days, just hanging out with the family dogs on the couch while I explored the structure of the Eye. If I had to sum up the game, I’d call it a “space disability simulator”- you’re an artificial clone of another’s consciousness, imprinted into a metal body and sent off to work until you collapse for the purposes of a corporation. You escape, but the corporation builds a failsafe into all of their ‘sleepers’ - The need for a proprietary stabilizer, a substance that prevents the artificial bodies from decaying. Effectively, you are a disabled person reliant on corporate healthcare in order to keep your body functio...
Recent posts

Hardline in the Sand: Or How I Stopped Worrying and Learned to Write about The Text

  Battlefield Hardline  (2015) opens with the song "Sound of Da Police" by KRS-One. This is a game that's clearest inspirations are cop dramas, 2010's prestige television, and the sort of drug war stories we still hear every day. The game has a liquid cocaine drug called Hot Shot, a side-narrative that you can discover clues about, but if this game was made in 2025 it would have been fentanyl instead. The game seems to, at the start, be about being a cop on the front line of a new drug war, of morally grey circumstances and holding onto one's beliefs (if you could say a cop has beliefs other then the expulsion of power from various holes).   Around halfway the game throws out the cop drama bullshit and leans into a bootleg Fast and the Furious clone where the game is trying very hard to be goofy, fun, and frantic. It fails, but to be honest? There's the barest glimmer of a decent frame sorta buried in there, and THAT's fucking infuriating.    I don't t...

MISSIVES FROM PLANETSIDE 2

  The slaughter tunnels used to grind XP and kills in an endless war.    I’m walking through the frozen tundra of Esamir, the landscape occasionally dotted with trees, more frequently with massive spikes of crystal and rock, mountains along the terrain. It reminds me of the landscapes you’d see in older open worlds, masses of procedural landscape, generated before the tools got better and before the expectation was for each part of a world to be meticulously crafted, small wind-up boxes expanded into continent scale. No, Esamir feels rough, like terrain I’d make in Unity, playing with the tools as a middle schooler trying to learn how to make a game of some sort. I played Planetside 2 in middle school as well, around 2015 when the game released into Open Beta on Playstation 4. I didn’t much GET it, but what I did get was the scale. I was enamored with the idea of massive battles, of walking from one place to another to continue a fight. It’s also what hooked me on the ide...