Technobabylon

Technobabylon

released on May 21, 2015

Technobabylon

released on May 21, 2015

A cyberpunk adventure game from the studio that brought you Gemini Rue and Blackwell! The year is 2087. Genetic engineering is the norm, and an omnipresent AI powers the city. Take control of three citizens of this world as they struggle to understand a deadly conspiracy.


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Vážná kyberpunková point and click adventura klasického střihu, která dělá tolik věcí dobře, že těch pár kde jí to drhne, bije do očí o to více. Co potěší je citlivá práce s přesahovými tématy „budoucnosti nastavující zrcadlo naší současné společnosti", která nejsou lámána přes koleno a cpána za každou cenu do popředí. Co potěší ještě více jsou dospělé dialogy, u kterých nevzniká pocit, že takto se vyjadřují videoherní postavičky a ne skuteční lidé. A úplně nejvíce potěší, že v každé z deseti kapitol jde o něco jiného; jednou budete vylučovací metodou zjišťovat pachatele atentátu, jindy se snažit nepozorovaně uniknout ze zdánlivě opuštěné továrny a poté třeba ve virtuální realitě „vylidňovat server".

Tvůrci si vystačí v průměru s třemi až čtyřmi obrazovkami na kapitolu a ani nezahltí hráče předměty či aktivními body, přesto umí vytvořit nelehké, nápadité a komplexní „mnohaúrovňové" puzzly, které ani zdaleka nejsou jen o správném používání předmětů a rozhodně vám nepomůže zběsilé zkoušení všeho na všechno; zapojení mozku se prostě nevyhnete. Hlavní puzzly ve většině kapitol mají více než jedno možné řešení; zpravidla tři v nejlepším možném odkazu žánrové klasiky Indiana Jones and The Fate of Atlantis.

Tolik ke kladům. Nyní však ta ale. Předně dějové vyústění v posledních dvou kapitolách je velkým krokem zpět oproti nadějnému rozjezdu. A vyloženě naštvou občasné adventurní excesy. Je jich sice minimum, ale do takto vyspělé a vnitřní elementární logiku vyznávající hry sedí asi jako Santa Claus k tradičním českým Vánocům. Jeden příklad za všechny: místo vraždy, hledání vražedné zbraně skrze podomácku vyrobený prut, zmagnetizované ramínko a bazének s vodou zakalenou krví, grrr! Takovéto řešení by sedlo do odlehčené adventury ve stylu Monkey Islandu, nikoli do vážné a řádně temné adventury.

Každopádně celkově sympatická, nikterak krátká a středně těžká adventura s vyspělými charaktery i tématy. Takových je pomálu a je tedy dobré si zdařilých pokusů na tomto poli náležitě vážit. Zvlášť když je taková zábava je hrát.

I really liked this one! Possibly my favorite thing Wadjet Eye has put out, outside of the "Blackwell" games...really lengthy for an adventure game, which I appreciated; solid world building, great characters, solid puzzles...really a sterling example as to why I love adventure games so much

I wouldn't say that Technobabylon is a must-play, but it's a really solid PnCA. The story is intriguing and written very well with a lot of depth and theme. Even comedic or absurd parts of the story have an importance and pay-off later. The plot is complex with a lot of strings coming together towards the end.

The story has a lot of tones and it juggles them deftly. One scene can be a dire encounter with a bomber and the next could be Latha interacting with the absurd denizens of the Trance and the story effortlessly transitions from one emotional presence to the next.

The puzzles were mostly reasonable. The art... is pretty good. I don't love this kind of pixelly realistic look but it wasn't hard to look at. The sound was good with intense cyberpunk music and some pretty great voice acting all around that made the story come alive!

Lord, what a game. Pretty extraordinary all-around, with my favourite ever character beat in a story (related to Max), which is completely missable. I still listen to the soundtrack. A showcase of what point-and-click adventure games can do.

Buen juego con buen diseño de personajes, la historia empieza un poco confusa pero es muy buena.

Technobabylon encompasses many of the biggest problems that modern point n’click adventures are facing currently. I’m going to talk about what i consider are the key aspects of every good point n’click adventure and why Technobabylon fails at all of them.

First of all, the story. Or to be more specific, the way the story and the gameplay merge into each other. Not sure why but at some point of recent history, point n’click games slowly started to shift into a Visual Novel direction. I mean that, of course, in a sarcastic way, since they are obviously not Visual Novels per se. But they started to focus way too much on this awful balance where scripted sequences and excesive dialog started to overshadow the actual gameplay. Technobabylon is one of these games. It feels like an interactive film with a pixel art aesthetic. You have sequences that are soooo long that, when it comes the time to actually “play”, you feel completely disengaged from the experience. After that, it get’s really hard to find the will for solving a puzzle. The story should be told through gameplay –which of course require scripted sequences almost in every case – and they should never feel like you’re watching a movie, playing a mini game in between, and then catching up with the movie again. This way of telling the story just ends up taking the agency away from the player, which is the last thing you want in a videogame.

Second of all, exploration and world-building, which i found probably the most terrible in the case of Technobabylon: There’s no sense of exploration at all. Technobabylon plays mostly as a collection of third person “Escape the room” mini games. You “escape” one of these “rooms”, then comes a loooong video, and then you’re in the next room. There’s no way of going back to the previous room, or finding your own way into other rooms. It’s already hard to connect with a game that decides to tell it’s story through long sequences instead of letting the player slowly unfold the narrative interactively by themself. It’s even harder to get inmerse in it’s world when there’s not really a world to explore, nothing to actually discover. This genre is actually called “Graphic Adventure” by many. How am i supposed to feel like i’m playing an adventure when there’s no exotism, no sense of discovery at all?

Third, the puzzle design, which is some real thrash in the case of Technobabylon, and extremely determined by how awfully this game manages in the two aforementioned aspects. I’ve played games with a questionable puzzle design, which were still worth the try because they had a good story (which didn’t overshadowed the gameplay) and they offered an interesting world to explore and get inmersed to. Actually this is what happened with many of the 90’s classics of the genre. In the case of Technobabylon, there are times where you have to learn some specific mechanics that are just not really intuitive. Other times you are supposed to “choose” how to solve the puzzle but in the end the result will be exactly the same, therefore making that freedom of choice completely useless.

These three aspects sums up what i think are essentially the gaming side of a point n’click adventure, which are all handled pretty badly in Technobabylon. To make it even worse, Technobabylon’s story doesn’t really feel that interesting to be honest. Or maybe it doesn’t feel that interesting per se because of some really poor writing (dialog feels as cliché as possible) which is also performed by some of the worst voice-acting i’ve witnessed in recent times. All of this by supported by some really uninspired art, which becomes straight out bad in the faces of the characters appearing during dialog, which is a standard for Wadjet Eye but this time, particularly, feels specially annoying. Ok, i’m going to consider my harshness with the art deparment to be extremely biased by how bad i found the writing and gameplay here. What the ilustrators and artists did here is not really that bad.

Of course, i’m aware that Technobabylon holds a strong reputation. I’ve had a few discussions here and there about why i dislike this game so much. It’s not about the game being too “story-based” – Anyway what was the last point n’click game that wasn’t strongly story-based? Maniac Mansion? -. Also, it’s not about not featuring extremely hard moon logic puzzles. Actually, i think both Gemini Rue and The Blackwell Series are pretty good examples of modern games that are heavily driven by it’s story – to the point of becoming straight linear games at times, but in a good way-, also featuring a very simple, yet engaging, puzzle design. It’s not about difficulty. It’s about the game being a game, and not trying to be something else, like a movie. Ultimately, the biggest mistake of Technobabylon is failing at giving the player the feeling of being inmersed in an adventure, and in the end, trying to be something that is not.