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- Jan 28, 2011
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Tags: Ctrl Alt Ego; MindThunk
Codexers love playing immersive sims almost as much as they love arguing about the term "immersive sim". They might not get to play them as often as they'd like, as it's generally believed that developing immersive sims requires a budget that only professional AAA studios can provide. However, in recent years some indie developers have begun to experiment in the genre. One such title is last year's Ctrl Alt Ego, an immersive sim with a unique premise from one-man English indie studio MindThunk. You play as a disembodied consciousness on board a virus-stricken space station with the ability to assume control of robots and other machines. It's a humble title, but esteemed user udm was impressed enough by it that he decided to write this insightful review. Although the game starts out feeling more like a Portal clone, it eventually reveals itself to be something greater.
Read the full article: RPG Codex Review: Ctrl Alt Ego
Codexers love playing immersive sims almost as much as they love arguing about the term "immersive sim". They might not get to play them as often as they'd like, as it's generally believed that developing immersive sims requires a budget that only professional AAA studios can provide. However, in recent years some indie developers have begun to experiment in the genre. One such title is last year's Ctrl Alt Ego, an immersive sim with a unique premise from one-man English indie studio MindThunk. You play as a disembodied consciousness on board a virus-stricken space station with the ability to assume control of robots and other machines. It's a humble title, but esteemed user udm was impressed enough by it that he decided to write this insightful review. Although the game starts out feeling more like a Portal clone, it eventually reveals itself to be something greater.
And this is where the fun really begins: there are a total of 11 skills that Bug 22 can learn, with each skill having a small but varied selection of upgrades. These skills range from mundane ones like turning your arm into a shotgun, to turning it into a drill to break down other bots, to being able to convert any object into an unstable explosive. At harder difficulties, I would recommend against taking the straightforward options because alerted enemies automatically have a shield that makes them invincible (unless you have a certain upgrade in a certain skill that certainly instakills them).
Apart from the aforementioned, because of how varied the skills and upgrades are, you can accomplish tasks in almost any way you please so long as it is feasible within the constraints of the map. It never gets old converting an enemy MOM into a walking bomb, then having it enter a room full of other enemies. You can even do a pacifist run if you so please, turning yourself invisible and using the VacQ (a vacuum cleaner to suck up small objects, or to suck YOU towards big objects) to dart about swiftly from room to room. A lot of times, you don’t even have to use any of your skills if you don’t want to, as you can just hide behind boxes and wait for imminent threats to pass you by. Stealth isn’t light-based for those of you wondering, though it is still very much a viable option.
The maps are an absolute joy to explore and exploit. The initial chapters start off more like linear puzzle maps, though despite that, you still have many ways to overcome challenges: other than Bug 22's skills, you can also turn the environment to your advantage. Most items can be moved around and used as a tool of some sort; rarely will you enter a room that does not have at least one exploitable feature. It’s up to you how you want to play within the constraints of the game’s physics. Hide or confront, sabotage or ignore, there are so many ways to overcome a given problem.
The AI is also competent at tracking you down. If you try to hide behind a box right in front of a hostile, it will start to grow suspicious. When you move the box around, the hostile machine’s suspicion grows, until it decides it’s had enough of your nonsense and zaps away your cover. It is also quick to pick up on your presence if you take control of an enemy and start attacking them with their own mate. But, again, because there are so many ways to accomplish an objective, you can mix and match strategies. You can use a combination of stealth and brute force, or a combination of sabotage and subterfuge. It’s your playground.
There are a total of 8 chapters, and I must say that from Chapters 1 to 6, I treated the game more like a puzzle game than a simulation. It was very reminiscent of Portal in the way the maps of these 6 chapters were designed. I might be going out on a limb here, but it felt like the design philosophy for those earlier chapters was to only present the player with a series of challenges of escalating difficulty as games from the puzzle genre normally do. This was evident in the various MacGuffins that you had to go after, with a simple narrative to tie everything together. I did have a good time as each chapter got progressively more difficult, but I never really felt like I was playing an “immersive sim”.
And then, I was greeted by Chapters 7 and 8.
The map layout and design of these two chapters blew my mind. Not only were the maps huge, easily beating Chapters 1 to 6 in scale, but there was so much to do. There was so much to discover, so many access points and routes to traverse across the stations. Many games tend to fall apart towards the later levels, but CAE maintains a strong consistency in quality. At no point did I feel the developers dropped the ball and got sloppy to rush out the product. Bear in mind that this was developed by a team of two to three guys, making it even more mind-blowing!
I can’t say more about these last two chapters without ruining the surprise you get when you reach that point but be prepared to do a lot of exploration. Not only are they huge, but most major areas are interconnected in some way. It’s a very nice mix of closed corridors and big open spaces, two glorious playgrounds for you to mess around with whichever tools you fancy.
Apart from the aforementioned, because of how varied the skills and upgrades are, you can accomplish tasks in almost any way you please so long as it is feasible within the constraints of the map. It never gets old converting an enemy MOM into a walking bomb, then having it enter a room full of other enemies. You can even do a pacifist run if you so please, turning yourself invisible and using the VacQ (a vacuum cleaner to suck up small objects, or to suck YOU towards big objects) to dart about swiftly from room to room. A lot of times, you don’t even have to use any of your skills if you don’t want to, as you can just hide behind boxes and wait for imminent threats to pass you by. Stealth isn’t light-based for those of you wondering, though it is still very much a viable option.
The maps are an absolute joy to explore and exploit. The initial chapters start off more like linear puzzle maps, though despite that, you still have many ways to overcome challenges: other than Bug 22's skills, you can also turn the environment to your advantage. Most items can be moved around and used as a tool of some sort; rarely will you enter a room that does not have at least one exploitable feature. It’s up to you how you want to play within the constraints of the game’s physics. Hide or confront, sabotage or ignore, there are so many ways to overcome a given problem.
The AI is also competent at tracking you down. If you try to hide behind a box right in front of a hostile, it will start to grow suspicious. When you move the box around, the hostile machine’s suspicion grows, until it decides it’s had enough of your nonsense and zaps away your cover. It is also quick to pick up on your presence if you take control of an enemy and start attacking them with their own mate. But, again, because there are so many ways to accomplish an objective, you can mix and match strategies. You can use a combination of stealth and brute force, or a combination of sabotage and subterfuge. It’s your playground.
There are a total of 8 chapters, and I must say that from Chapters 1 to 6, I treated the game more like a puzzle game than a simulation. It was very reminiscent of Portal in the way the maps of these 6 chapters were designed. I might be going out on a limb here, but it felt like the design philosophy for those earlier chapters was to only present the player with a series of challenges of escalating difficulty as games from the puzzle genre normally do. This was evident in the various MacGuffins that you had to go after, with a simple narrative to tie everything together. I did have a good time as each chapter got progressively more difficult, but I never really felt like I was playing an “immersive sim”.
And then, I was greeted by Chapters 7 and 8.
The map layout and design of these two chapters blew my mind. Not only were the maps huge, easily beating Chapters 1 to 6 in scale, but there was so much to do. There was so much to discover, so many access points and routes to traverse across the stations. Many games tend to fall apart towards the later levels, but CAE maintains a strong consistency in quality. At no point did I feel the developers dropped the ball and got sloppy to rush out the product. Bear in mind that this was developed by a team of two to three guys, making it even more mind-blowing!
I can’t say more about these last two chapters without ruining the surprise you get when you reach that point but be prepared to do a lot of exploration. Not only are they huge, but most major areas are interconnected in some way. It’s a very nice mix of closed corridors and big open spaces, two glorious playgrounds for you to mess around with whichever tools you fancy.
Read the full article: RPG Codex Review: Ctrl Alt Ego