Uber meets

Lina is driving to Automation City in Los
Ojos, California. She’s going to move in with her best friend, Savy,
and although the two of them haven’t connected in a while, she’s
thrilled to finally escape her lacklustre hometown. Well, mostly thrilled.
Lina is one of the last human drivers working for the taxi company Neo
Cab, one of two tech giants competing for taxi industry supremacy.
There’s a movement of protestors (supported by rival corporation Capra)
causing riots in the city, who want to abolish human drivers, and the
accidents that arise from human error. This might make for a bumpy
ride.
Not everyone is sold on its sleek and squeaky-clean image, and many
believe Capra to be manipulating the facts to eradicate human presence
and monopolise public transport everywhere. By driving to Automation
City, Lina makes a political statement, whether she likes it or not. You
may expect a nail-biting thriller, exposing the innocuous evils of
technology, with plenty of sticking it to the man. But, in reality, it’s
a slow and deliberate exploration of truth and privacy, whether our
loyalties should lie with ourselves or with a greater cause, and the
commodification of our bodies. And, some sticking it to the man, too.
Lina is meant to be moving in with Savy that very night, but Savy
cancels in a panic and goes missing. Lina decides to search for her best
friend by doing her job: driving passengers to their destinations and
trying to glean clues from the conversations.
/https://s.videogamer.com/images/e4e1/47393d39-d8ea-44e9-a212-6d1a7d8ffb0b_Screenshot-5.png)
The conversations between Lina and her passengers – or ‘pax’, in this
neon future – are the most compelling part of Neo Cab. As Lina, your
aim is to pick up three passengers during each shift via the Uber-like
smartphone app. Their locations are marked on the map, and you’re able
to choose whomever you’d like to collect and take to their destination.
Once they’ve hopped in, you can chat to them, choosing Lina’s dialogue
whenever you’re given the opportunity, and at the end of the ride your
passengers get to rate their experience out of five stars. One of my
first customers was actually a couple going on their first date, which
was disastrous to say the least. After a heated discussion, Lina ended
up calling the guy out on his objectifying and uncaring view of human
drivers, and kicked him out onto the kerb. He rated Lina one out of five
stars, jeopardising her driver rating, but the lady couldn’t thank Lina
enough for the intervention. Though a chaotic encounter, Lina and I
knew we’d done the right thing, as signified by her contented yellow
light on her Feelgrid.
This unique aspect to Neo Cab is a Capra-manufactured bracelet that
works like a high-tech mood ring. The Feelgrid responds to Lina’s
biofeedback and produces a colour to represent her state of mind. If a
passenger begins to wind Lina up, the Feelgrid on her wrist shifts to
red. If a conversation goes well, the Feelgrid will reflect that in
green and yellow lights to signify a chilled and contented mood. I want
one. The Feelgrid lets you know how Lina is feeling, and these emotions
actively alter which dialogue options are available. New responses pop
up tinged with, for example, blue, or white, or orange, and sometimes
I’d want to choose a comment, but Lina would then push back and tell me
she was too sad to bring that up.
/https://s.videogamer.com/images/6d92/81f7e5b3-fe67-424b-bfdf-05c17432b60c_Screenshot-7.png)
Emotive conversations aren’t the only thing that affects your
Feelgrid: as Lina completes rides, she earns coin that can be spent on
recharging her electric car, or a night’s stay in one of the hostels
dotted about the districts. If you choose a cheap and uncheerful motel,
she’ll begin the following day’s shift with a grumbly orange tone. When I
first saw the Feelgrid I thought it was just a cool cosmetic – a
futuristic and fashionable doodad – but it actually becomes a really
interesting mechanic that gives Lina agency and character beyond the
choices I made on her behalf. It was less that I was piloting Lina and
more like I was a backseat driver. But in a good way.
The passengers each have a story to tell, thankfully, so Lina won’t
be lumbered with silence. They paint a more vivid picture of Automation
City than the one you see through the car windows. Though I followed the
trail of breadcrumbs to uncover the conspiracy behind Capra, the
setting captivated me far more than the story. While chatting to an
engineer, self-driving cars definitely seemed like the way forward.
Self-driving cars couldn’t fall asleep at the wheel due to exhaustion,
and they had the power to predict the movements of other cars on the
roads. But what happens to the human drivers? The engineer assured me
that automation would provide new, different jobs, but Lina and I
retorted that we weren’t convinced. When I returned to the core
storyline, I felt fenced in compared to the freedom of the conversation
I’d just had with the engineer. I wanted more time with Automation City
and the society that built it, so that taking down Capra meant more and I
understood what the consequences would be.
/https://s.videogamer.com/images/d477/e3a3c01b-a085-4ed3-93c6-6ff4abe79df5_Screenshot-6.png)
And regarding consequences, there aren’t many. Lina can supposedly be
at risk of ‘deactivation’ if her rating dips below four stars, but
passengers regularly rate her highly even when a ride is full of
disagreements. The moments where Lina received one star were scripted
story beats, and it didn’t matter anyway because the game then provided a
conveniently genial passenger to even things out. If Lina ran low on
coin, an option to sleep in her car would appear. This is a world that’s
chewed people up and left them behind in pursuit of a ‘brighter’,
‘safer’ future. I wish Neo Cab raised the stakes – or surged them,
perhaps – of Lina’s personal story, with more at risk than an iffy
night’s sleep as a consequence.
Aside from these little gripes, I was dazzled by the slick 2.5D art
style, illustrating this complicated and volatile world that Lina and I
explored. The script of Neo Cab was compelling, but its surrounding
stories and companions were even more so. I’m not quite ready to say
goodbye to Automation City, so I think I’ll take another tour.
Developer: Chance Agency
Publisher: Fellow Traveller
Available on: PC [reviewed on], Nintendo Switch, and iOS
Release Date: October 3, 2019
0 Comments