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Beyond a Steel Sky (2021, Nintendo Switch) Review


BRAVE NEW PERSPECTIVE


Also for: iPad, iPhone, Linux, Macintosh, Playstation 4, Playstation 5, tvOS, Windows, Xbox One, Xbox Series


Just for still being around, Revolution Software should get a lifetime achievement award. They're a British studio that got founded and rose to fame in the 90:s with games like Broken Sword: Shadow of the Templars and Beneath a Steel Sky. Their expertise is point-and-click adventures, a genre that rose to prominence in the early 90:s, not long before it faded away. I loved these kind of games back then, because they were the only ones that put storytelling at the forefront. When other genres with more exciting gameplay started to adopt adventure game traits - mainly story and dialogue choice - the point-and-click games quickly became redundant. Ever since, new ones have been released but to very little fanfare. Today, the genre is very niche.

In spite of times a-changing, Revolution has stuck to their guns like an old cowboy who won't accept that the Wild West is over. They still make adventure games with the same sort of gusto storytelling and puzzle-centric gameplay they had in their 1992 debut, Lure of the Temptress. For that reason alone, I try to buy all their games upon release. It's not like I still absolutely love their games, it's the studio and their uncompromising philosophy that I love. I want Revolution to keep doing what they're doing, in defiance of all trends, studio closures and layoffs, and soldier on forever. They feel like the last vestige of the adventure gamer I once was.



Previously, Revolution has been at their best when they've stuck to their traditions, like mouse controls, side perspective and a streamlined point-and-click interface. That's why I'm so surprised to like Beyond a Steel Sky about as much as any of their older classics. It looks entirely different. The interface isn't point-and-click anymore. Instead it adopts a third-person view from behind the shoulder, as if it was an action adventure, and implements direct controls to support it. Yet the gameplay remains the same.

In my experience, toying with perspective and controls in adventure games has always spelt disaster. That was certainly true of Revolution's own worst releases, Broken Sword: The Sleeping Dragon and Broken Sword: The Angel of Death. In Beyond a Steel Sky, however, they've found a neat workaround. Inventory puzzles are relatively sparse, logical and easy. Instead they've experimented with another way to design puzzles, based on rudimentary hacking and programming logic.


To solve problems, you often need to whip out your hacking device and alter the programming functions of machines or robots. Do you want a free soda from a vending machine? Try hacking the thing and rearrange its functions to make it spit out a can when you're out of credits. It's exciting to see a game of a genre often reviled for "moon logic" actually lean into logics - of the programming kind - to make puzzles. They're quite straightforward and easy to crack - I'd say almost too easy - but this is a nice first step away from pixel hunts and trial-and-error.

The game takes place in an interesting setting. Beyond a Steel Sky is a belated sequel to the well-respected 1994-release Beneath a Steel Sky. In that game, you controlled Robert Foster, a man with a mysterious past, in his quest to liberate a dystopian metropolis, Union City, from a tyrannical regime. The scenario echoed of George Orwell's classic novel 1984, a frightening depiction of a society under constant surveillance by its rulers. The game's most unfortunate design decision was the tone, established by the comedic dialogue and upbeat music, which ruined the oppressive atmosphere.



This sequel leans into another dystopian inspiration, namely Brave New World by Aldous Huxley, a faux-utopian setting better suited to the lighthearted tone. Ten years have passed. Foster returns to Union City from his temporary home in the desert wasteland, called the Gap, in search of a boy who was kidnapped. Much has changed in the city. At the end of the first game he left his robot sidekick, Joey, in charge. Now Robert finds that people worship Joey like a god.

Things seem better, people are happy, but something about the sunshine-and-rainbows facade feels off, as if it's forced upon them. Joey is rumored to have left the city, wandering into the wasteland never to be seen again. A council of five ministers has taken his place and rules the city. In your search for the kidnapped boy you discover a new form of oppressive government, working secretly to control the population.



The story is good, at least on par with the predecessor's, with a great final stretch of scenes that I'll not forget anytime soon. Many charismatic characters parade through the story, with their own quirks you can exploit to solve puzzles. My favorite involves a pretentious poet, who's invited a robot to perform a poetry reading at a grand event. To create a distraction, you can tinker with the droid's settings, resulting in a hilarious scene. The celshaded character design envelops the story in a fine, comic book artstyle that fits their personalitites and the tone of the storytelling. 

The free camera gives you a good view of the city and its many skyscrapers and factories with sky-high chimneys. And for once in a Revolution game, the world feels inhabited. NPC:s walk the streets and plazas, gossiping and interacting with their environment. Gang-gang vultures loiter in the vicinity, ready to gobble up knackwurst leftovers. The skies are sunny and clear, the colors have returned to the city and some plants are growing, but much of it feels as artificial as the smiles on people's faces.


The story, puzzles and setting rank among Revolution's finest, elevated further by Dave Gibbon's great art design. Unfortunately, the game also demonstrates some rust and cobwebs, mainly in the controls. Even when running, Robert moves with the pace and grace of an arthritic ox. Ordinary walking speed is so slow it's practically useless, and shouldn't even be an option. This is one of the pitfalls of changing control method in adventure games. You're meant to play them mostly by thinking, but direct movement is too busy. It interferes with your thought processes. Luckily, the areas are small enough to make this a minor nuiscance.

Adventure games usually require the patience of a saint. In Beyond a Steel Sky, this is no more true than in dialogue. Every character has droves of things to say, and they repeat the most important hints with almost every choice in the dialogue wheel. Add to that a lore dump or joke at every opportunity and you get conversations that go around in circles. When a subject matter is exhausted, it gets slightly greyed out and italicized, but to reach that point you need to go through variances of the same things being said over and over.


That being said, the dialogue can at times be funny. Since he's on the cover art, I'll not consider this a spoiler: Joey eventually returns as a sidekick, and the banter between Robert and the little droid is as enjoyable as ever. It's as if no time has passed. Beyond a Steel Sky is one of few games that actually make a bit of gameplay out of dialogue. In one scene you're being interrogated while someone in the background tries to give you the correct answers through pantomime. It's a funny moment, one that got me on-board after starting the game somewhat skeptical.
 
I learned to live with the flaws, and I like the forward momentum of the story. It has a clear subgoal every step of the way towards the intriguing ending, and avoids annoying detours. The puzzles are among the best I've seen in a game of this ilk. Talking to people often inspires ideas to try as solutions. The inventory puzzles are straightforward. The wise decision to limit the "use"-command to important objects basically removes all trial-and error.



The hacking puzzles are fun to mess around with. Even if you fail to solve the puzzle, hacking affects the world in some capacity. You might change the behavior of a robot, or change the ad displayed on a hologram. How about preventing a pompuous asshole from entering the VIP-lounge of a café? Only a couple of puzzles got me annoyed, like an early contrivance involving a cleaning droid and a girl balancing on a ledge on the side of a building. It involved a lot of waiting around for the droid to perform its actions.

But overall, Beyond a Steel Sky is a surprisingly fine return to Union City. Without being excluding to newcomers, it expands upon the events from the first game in an intriguing way. It may belong to a ancient cult genre, but the hacking puzzles are inventive and demonstrate a way forward. The genre holds limited potential in this age, but Beyond a Steel Sky is about as good as one could hope for.

Most of all I think Revolution Software should take a bow. I'm overjoyed to see them still exist. It's the only studio from my adolescence left intact, making the same kind of games I used to love with the same guy in charge (Charles Cecil). Although they made a couple of failed compromises in the past, they've never sold out. They're in it for their desire to tell stories. Their games may no longer shake my world, but they keep rocking my past.

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