Nine years after his last game, Assassin’s Creed: Brotherhood,
Patrice Désilets has turned back the clocks again. This time, the 15th
century isn’t far back enough; his new game, Ancestors: The Humankind
Odyssey, is set 10,000,000 years ago, in Africa. The land is filled with
fierce green: lizards writhe, leaves sway, and dirty water whirls
through it. No missions or maps, no buildings to shimmy up, and the
first blades you see are hardly hidden – they are stuck proudly in the
cheeks of a sabertooth. Minutes in, you take control of a lonesome
chimp, dropped into a dark jungle and surrounded by nature at its
nastiest. But before long, you have a special vision mode, the screen is
scattered with icons, and you’re clambering up into the canopy to get
your bearings. We start with desolation, but it isn’t long before we get
Désilation.
So, what gives? Why the long wait and how come we find ourselves
flung so far back into the past? It struck me, at first, as the game
design equivalent of Thoreau, when he went into the woods. ‘I wished to
live deliberately, to front only the essential facts of life,’ he wrote,
in Walden, in 1854. And so to Ancestors, which grasps at the facts of
life – we are told, in case there were any dregs of doubt, that the game
is ‘inspired by true events’ – beginning with a group of apes who live,
as Thoreau put it, ‘sturdily and Spartan-like.’ And, true to form (I
imagine), life is high-stress, aimless, bewildering, boring, and
progress is gained, rather fittingly, as it would be waiting for
Shakespeare from a room full of monkeys and typewriters.
The goal of Ancestors is to grind tirelessly through the travails of
early man, exploring and learning, jolting forwards periodically through
evolutionary jumps. The power to develop your senses, to communicate,
to use both hands, to fashion tools, to stand on two legs: all of these
are there to be learned and locked in for future generations via an
upgrade screen, which displays a fizzing network of neurons, to be
sparked and expanded as new chimps are spawned and the torch is passed.
However, when you first begin, that mission is glimpsed only faintly;
‘Good luck, we won’t help you much,’ the game wishes and warns us, which
I’m sure is the gist of the Book of Genesis. Having spent most of my
time with Ancestors before release, I envy those who are playing now –
specifically their access to the guiding hand of Google.
Désilets and the team at developer Panache Digital Games place great
value in curiosity, with little thought to what it did to the cat, let
alone to the chimp. Early hours are spent bleeding, hobbled with broken
bones, and woozy with food poisoning. In some sense, trial-and-error is
what evolution is, and the game’s cleverest touch is in the way that it
doesn’t just parse eight million years on a progress bar; it simulates
the act of adapting to hostility in the brain of the player, in a string
of little lectures that run from: ‘Do Not Eat the Inky Mushrooms’ to
‘Bang the Coconut with the Rock.’ But the trouble with this is that the
process isn’t actually fun, and thus the game’s greatest
weakness is revealed. Any daydream about the dawn of man has to confront
the harsh reality that reality wasn’t just harsh: it was dull.
Is it any wonder that Stanley Kubrick, in 2001: A Space Odyssey,
opted for a jump cut? That he decided to skip out on evolution and whisk
us away from the apes in the intro and straight into space? It’s no
wonder the most fun I had with Ancestors was when I experimented by
starting a new save file with the knowledge gleaned from a prior run. I
bounded through knowing how to mate; how to build camps; which plants
can be rubbed, like a balm, over cuts and scrapes; how to fashion
weapons from sticks; and how to negotiate foreign policy – which is to
say: how to use a stick to put a preemptive poke into action as
predators come gulping towards me. It’s a shame that the game doesn’t
gesture, even slightly, toward so much of it all, and leaves you
scrabbling. Surely the dragging of knuckles doesn’t have to be such a drag?
And yet, despite the stubborn design, Ancestors offers plenty of
reasons to go ape. For one thing, it offers that rarest of video game
phenomenons: the innocent thrill. The swoop and birl of the camera, as
you discover a new location, is a wonder – often accompanied by the pop
of firing neurons as you acquire some genetic promotion. What about
diving out of reach of a crocodile, with its gaping mouth and ranks of
glittering teeth, and leading it into the unlucky path of a souped-up
panther and watching the clash play out in a cutscene? The naive joys of
just seeing what you can see rule the day here, and there’s nothing
like swinging through the steamy trees and admiring the view.
Which brings us to the best thing of all, and to the most important
question: who doesn’t love a monkey? I can’t deny the time I spent
smiling at the sight of a gang of apes hunched in a stream and scooping
up mouthfuls of water, or of grinning baby chimps gripping the back of
an elder and hitching a free ride. They don’t come along in games nearly
enough for my liking. In fact, part of me is glad these stinky, noble
creatures can’t see the cruel future that awaits them in video games.
What would they think of evolution if they knew they would be clasped in
plastic and rolled around. Or consigned to capering about stealing
watermelons in a military facility. Or given a red tie – a token mark of
civility – and asked to hurl barrels at plumbers. Perhaps they wouldn’t
have bothered.
Developer: Panache Digital Games
Publisher: Private Division
Available on: PC
Release Date: August 27, 2019
0 Comments