You look at the block colours, the
elegant typeface, the extravagant sculptures, and you see more than
most. You know it as a response to art nouveau in 1920’s Paris – a
pastiche of Cubism and Bauhaus. You’re a cultured little pumpkin,
though. When I look at Art Deco, I see BioShock,
and I know I’m not the only one. That’s not anyone’s fault, really, but
it does mean that any developer who dares flirt with the style has to
make peace with the fact that many will look at their game and see
Andrew Ryan and Friends. Close to the Sun has you primarily speaking to
your contacts over the radio as you uncover the mysteries of a peacocky
individual. And there’s a bit of water, too. The comparisons are fair,
but also don’t tell the whole story.
It’s 1897, and Rose Archer has boarded the Helios – an enormous ship
housing the world’s greatest minds – to find her scientist sister, Ada.
In our reality, Nikola Tesla could never escape from the Thomas
Edison-shaped shadow that veiled his inventions, but in developer Storm
in a Teacup’s alternate reality Nikola Tesla is The Absolute Boy. You
quickly learn, however, that something untoward is afoot on the
eccentric Serbian’s floating utopia, after seeing ‘QUARANTINE!’ written
in large red letters on the inside of the front door. Ooooh. Intrigue.
This sets up a blood-soaked tale you’re about to uncover, until you
follow splatters on the floor to a half-empty tin of paint. Close to the
Sun is excellent at playing with your expectations.
It uses jump scares, but never excessively; instead, panic festers
after each big fright, as you go from room to room, waiting for that
which never comes. An ominous clunking in the distance is revealed to be
a severed arm catching a shutting door. No time to relax, though,
because you’re now waiting for something terrifying to pop out after
your approach. But it doesn’t come. I was sneaking around, trying to
evade a knife-wielding maniac aboard the ship, when I saw his silhouette
on an adjacent wall. It wasn’t his shadow. It was a carefully-placed,
backlit, propped-up corpse. So, you relax. And then what you thought was
a statue turns out to be a human man and
oh-for-Christ’s-sake-I’ve-actually-had-a-heart-attack.
In those occasions of chill, you pick up keys to unlock doors, solve
some simple puzzles, all while getting a better insight into the lives
of those aboard the Helios. As well as collectible notes dotted about
the place, there are notices calling shuffleboard and chess players to
register their interest in upcoming tournaments, and posters
highlighting musical performances in Tesla’s luxurious theatre. These
creators need to stay creative, so some downtime watching Les Misérables
won’t harm them. Close to the Sun is terrific at painting a picture of
the people you’ll never meet. The notes add a nice bit of flavour, but –
apart from one particular paper trail – they aren’t nearly as evocative
as the environment itself. This ship is full of life, glistening even
in the dark.
The grey underbelly, intermittently illuminated by a rotating red
light, is just as beautiful as the glistening marble above, bouncing
light from floor to ceiling in an effort to obscure what lies beneath.
Stocked bars and sophisticated wall fixtures are in stark contrast with
the messy desks and work spaces of those in maintenance: there’s beauty
in both the grandeur and destruction. It’s a shame you can’t enjoy that
when you’re forced to run away from something that isn’t that scary.
Close to the Sun’s at its best when it invites you to appreciate the
intricacies, and then frightens the bejesus out of you after comfort
sets in. It’s not so good at the failable chase sequences that sometimes
occur afterward. The Monster is far less frightening when you get a
good look at it, and fear dwindles if you have to do the running away
bit a couple of times because you took a wrong turn or your character
didn’t jump over the thing that they can definitely, 100% jump over.
After being startled, I’d see the prompt telling me to ‘RUN!’ and
groaned. And then ran. Because once that’s finished maybe I’ll learn
more about my sister Ada, and why she’s asked me to board the Helios.
The dynamic between Ada and Rose is quite lovely. There’s an honesty
to their relationship that makes you eager to see their reunion. The
story does, sadly, fall flat, though. For all the positives around the
Archer siblings – and it is mostly positive – they do have a handful of
weird interactions where Ada is light on details for her inquisitive
sister. I understand that Rose is the protagonist in a video game, but
her sister doesn’t know that. There’s a few twists and turns along the
way, too, with one of the bigger ones being obvious from the off. With
that said, I was looking for answers by the conclusion, whereas Close to
the Sun felt compelled to ask more questions.
Yeah, this is very Bioshock-y. The misdirection and mystery
feels like it’s been plucked straight from Rapture, and it’s delivered
in a way that lacks the punch of one of the medium’s most celebrated
franchises. The artstyle is the obvious link, but to be that reductive
of Close to the Sun’s visuals is doing the game a huge disservice. What
Storm in a Teacup has created will evoke Irrational memories for many,
and that’s an achievement in and of itself for a small independent
studio. When you’re allowed time to admire the delicate flourishes, it
shines. Come for the BioShock, stay for the Close to the Sun.
Developer: Storm in a Teacup
Publisher: Wired Productions
Available on: PC [reviewed on], Xbox One, PlayStation 4
Release date: April 23, 2019 (PC) / TBC (Xbox One, PlayStation 4)
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