Whilst I’m still mulling over the idea for an Influences 2, I thought I’d write a small piece on the games I’ve been playing over this last week. Whilst all of them are superficially similar stories about a lone computer hacker up against evil corporations and mysterious AIs (and all set in the far future of the 1980s and 90s- weren’t things exciting back then?) I thought it was interesting that the core mechanics behind each actually lead to very different games.
Uplink
Okay, I lied, I didn’t play Uplink this week, but this game is important in putting the following two games in context as it set the benchmark for ‘Hacker’ games the moment it was released in 2001 by Introversion software.
I got a copy during the first week it came out after my friend at school brought the box in simply to wave it in people’s faces and declare how cool it (and by extension he) was. It was the first indie game I’d ever bought, and by that point my PC had become so old and cranky it was probably the only game to come out that year that would actually run on it.
With my copy of Neuromancer sitting on the computer table, I logged into this Wargames world of espionage and elite skillz and found an intimidatingly large world that, very quickly, suggested you go out and ‘do your own thing’. So, obviously, I immediately hacked into someone’s bank account and siphoned off all their funds, then got caught and had to start from scratch.
I would class Uplink as a real-time-strategy game- complete with resource management in the form of balancing CPU and simultaneously selecting various crackers and other programmes. Once you started your attack, everything was playing against the clock, with the beep of a tracer reminding you just how close you were to instant game over. Changing people’s education or wiping criminal records gave way to heist manoeuvres on banks, calling the manager to sample his voice to gain entry. It was massive and varied, and although there was a lot of repetition (you needed insane amounts of money to get a decent PC) you always felt like you’d made only the slightest dent in the world. It was exciting, effortlessly immersive and despite the lack of any form of multiplayer, my mates at school were constantly comparing their various methods of gaining entry to impressively high-security locations.
‘You’re kidding me, you tried to hack the International BANK?!’
‘Yep.’
‘Did you delete your logs?’
‘Shit.’
Hacker Evolution: Untold
I lied again, I didn’t play Hacker Evolution, I played Hacker Evolution: Untold, the sequel, because it was on Steam and I wanted something I could play without a mouse on my Macbook.
Looks a bit like Uplink doesn’t it? But it’s not, for two reasons.
Firstly, it’s green.
Secondly it’s a text-based adventure game. Whilst the superficial layout seems similar, including bouncing your signal around to avoid being traced, it’s actually very different. Using a kinda-DOS system, and with a vocabulary of twenty commands, you’ve got to type each and every instruction to make it through the game. That might sound boring, but part of my degree was in Java programming so trust me, anything that yields results after two lines of code is a bloody miracle.
These instructions might as well be ‘turn left down the corridor’ or ‘use sword on orc’ but because of the hacking interface, these simple instructions fail to become tedious, the faster you type them, and the quicker you get through the standard ‘scan, decrypt, crack, connect’ instructions to gain entry to new IP addresses, the cooler you feel, and although you can take the game at a leisurely pace, stopping to consider your options mid-hack- the statement that every level can be completed within half an hour has forced me to replay levels two, three times because the sensation of tearing through wifi networks and mobile phones at speed is unrivalled.
There’s also a nifty risk-reward system, as a lot of the IP addresses you uncover aren’t necessary to complete the level. Do you risk wasting your valuable bounces and trace level to set up new connect points to bounce from? Or explore the depths of someone’s laptop at the expense of a hefty chunk of ‘trace’ (think ‘health’) in case they have the password that opens the next server? Again, it’s all about replaying to find out.
It’s made by exosyphen studios, and whilst it’s the pricier of the three games, there’s hours of gameplay for those who enjoy it. Typing has never been so much fun.
Digital: A Love Story
It’s free and it’s three hours long, you’ve got nothing to lose.
I’m not even sure this is a game to be honest, more a short story told via 1988-style chatrooms. This isn’t a bad thing by any means, and the lack of freedom allows the writer/programmer/everything else, Christine Love, to take you through a wonderful vignette to a soundtrack of cool synth. Inspired by a true story (the 1988 network worm), the game deftly paints familiar characters using only a few paragraphs of minimalist text for each user, drawing the player in by leaving you to imagine the replies you’ve sent to justify their responses. It’s a click-fest (and the dialling out for long distance calls is a chore), but describing it as such is to miss the point. This is a wonderfully evocative work of fiction, and as a writer it’s inspiring. The simplicity of its format makes creating such an experience seem easy (it’s not) and it makes me wish I’d taken my programming experiences further. Hell, I just wish I’d made this game.



