“Western adaptation of Snatcher” is the glib one-line review here, but it is remarkable how closely this game mimics Kojima’s Blade Runner fan-game in structure and content, to the point where I’m suspicious about whether someone from Westwood played the 1994 MegaCD release and saw the opportunity for an Officially Licensed Blade Runner™ Product. Click on a corpse, fly-by-night to a multi-storey police station, see a Coca-Cola advertising board with Japanese writing on it, that sort of cyberthing. The key difference between the two games is that Blade Runner is suffocated by the tedium of a traditional point-and-click-and-walk template - while the back of the box brags about not having any puzzles and a story that unfolds regardless of what you choose/fail to do, you’re still going to find your progression blocked by the pixellated whims of a 240p environment and the typical this-noun-then-that-noun chains that govern whether an adventure game can progress; best exemplified by me brick-walling 15 minutes before the finale because I hadn’t found out about the type of cheese sauce a sandwich had, which in turn had locked me out of a whole series of conspiracies that lead all the way back to Eldon Tyrell and the nature of human existence itself. Remember the part of the original movie where Deckard couldn’t confront Roy Batty because he’d forgotten to check which toy was in the Burger King Kidz Menu this month? (“This game really feels makes you feel like Blade Runner!” - PCGamer, November 1997)

To some extent, the game does succeed at making you really feel like Mr. Blade Runner - the music is here (amusingly, Westwood created a room the exists solely for you to stand around listening to Blade Runner Blues from the movie soundtrack), the sleaze is there, the neon is everywhere, and it does, on occasion, achieve the paranoid-android feeling of wondering and worrying whether the next person you interact with is going to be a hostile replicant (the game’s primary claim to fame is that they’re randomised on every playthrough). But it’s mostly superficial simulacra, Blade Runner for the fans who would display Rick Deckard’s Iconic Blaster Pistol on their toy shelf or drink out of a plastic whisky glass that looks like it came from the props cupboard of 2049. Gaff shows up to drop his little origami animals, but more as a referential signifier than a concerted attempt to implant any thoughts or memories beyond those of the movie; compare this with Blade Runner 2049, a sequel that used its predecessor’s philosophy as a foundation to build upon rather than outright replicate as this game does with its Dick Reckard protagonist and little Universal Studios field trips to the original sets. There’s a real lack of the ambiguity that defines Blade Runner - the (well-realised) Voight-Kampf Test’s role here as an absolute judge of character seems to fly in the face of that iconic scene with Rachael, and every crisis can be averted by presenting evidence like you’re a cyberpunk Phoenix Wright - quite the contrast with boozy Harrison Ford showing up half a day late to every crime scene reeking of cigs and regrets. Frankly, I expected more from the writing team who gave us this.

With regards to the “Enhanced Edition” claims - all signs seem to point to this being a big downgrade from the ScummVM port that launched on GOG a few years ago, and my playthrough on the Switch crashed to desktop twice with debug info being written to console (no!!! bad nightdive!!!) Avoid, unless you really wanna play this on console for whatever reason - the “classic” edition is bundled with every purchase of the new PC version now. There was a whole bunch of drama between the scene hackers who originally brought it back from the dead and the otherwise-spotless Nightdive, but seems like they’ve decided to bury the hatchet (due to literal death threats from “fans” over a 90s point and click game) so I won’t get into the morality of that particular can of highly-artefacted electric worms.

Reviewed on Jun 26, 2022


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