It's called Below, and in it, you venture
below. It starts slowly and from on high, as if the camera was a cloud.
A lone traveller boats onto a beach, and the game begins. Within the
first ten minutes, you see the sea, the sand, the grass, the cliffs, and
the caves – though, you might not notice much difference between them,
so enamoured is the game with the many hues of black. You’re treated to
taupe, shades of charcoal and onyx, a dash of jet, and a sweet layering
of licorice.
Descending into caverns filled with fog, you light braziers and cut
down red-eyed shadows with swords, shields, spears, and arrows. Crafting
torches and bandages from scrounged supplies, you cast light on magic
runes, prizing open the puzzles of these chambers. Your journey is
governed by the spite of permadeath and checkpointed with campfires.
There’s a methodical satisfaction in mapping it all out, and the setting
is the star of the show: the dark, empty stomach of a mountain, its
base far below the waves. More’s the pity that it comes cramped with
obnoxious mechanics.
For one thing, who thought having to eat and drink so damned much was
a good idea? Being wrenched away from adventuring by the rumble of your
stomach is as dismaying as being called in for dinner while out playing
with your schoolmates on the green. These last few days I’ve pulled
turnips, slaughtered and skinned foxes, and picked mushrooms; I’ve eaten
enough bats to humble Ozzy Osbourne at his most coked and crazed. After
all that, my hunger for exploring is all but dead.
Below uses procedural generation, but, honestly, who cares? Proc-gen
ironically produces the opposite of its intended effect, its randomised
‘variety’ blurring into a single, consistent image. You can produce a
million variations on a dark cave, but the impression I come away with
is that of a dark cave. Moreover, just as the jumble of limbs and heads
and garish grass made No Man’s Sky‘s cosmos as compelling as a spreadsheet, Below’s caverns lack curation. All we are left with is mood.
With no words, plot, or characters, and an island girdled with dark
water and stuck with ominous monoliths, it’s clear that Capy is
concerned chiefly with atmosphere. This, I’m pleased to report, is here
in abundance. The soundtrack is composed by Jim Guthrie and scored for
acoustic guitar, rippling water, flickering bats, and wind, rushing
through the rocks. Where the world is lit, whether by the lantern on
your back or a bonfire, thin splashes of green, blue, and brown show up
like bruises.
But Below is marked, more than anything else, by the bruising of
time, having been in development for five years. As a rule, any mention
of bonfires produces a sour wince, as if I’ve bitten into a lemon.
Perhaps five years ago this might not have been the case. The world,
after all, had only played one Dark Souls
game. Maybe back then survival elements wouldn’t have felt so bloated,
and a roguelike, whose genre is now crammed with cadavers, might have
seemed fresh.
Just what is it with roguelikes? If someone makes a horror game, I
presume they want to scare me. If they make an action game, they must
want to excite me. But if someone makes a roguelike, what do they want?
Can they tell me precisely why it’s a fantastic idea that my
belongings and progress are periodically wiped away – especially when
death is as capricious as it is here, arriving via spring-loaded spikes
hidden in the undergrowth. Some games
employ it for good reason, but in Below it seems an uninspired way to
restore meaning to death in a domain where it holds little dominion.
The strange thing is that there’s fun to be had in the spelunk: the
simple and satisfying combat, the gentle puzzling, and the meting out,
camp by camp, of progress in the depths. It seems the piling on of what was fashionable
design has only gotten in the way of its original downward-driving
purpose. It’s as if they were blind, all along, to the clue in the
clarity of the title.
Developer: Capy GamesPublisher: Capy Games Available on: Xbox One [reviewed on], PC Release date: December 14, 2018
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