All Fun and Games
by Wes Vanderburgh
It’s Finally Here: First Look at Living History 2020: Pandemic Apocalypse
8/30/2xxx, 09:16, by staff collaboration
Overall Rating: 11 out of 10
Game of the Year stand-out candidate
Well, we’ve had to wait about six years, but the latest installment of the
Living History franchise,
Living History 2020: Pandemic Apocalypse
, is finally among us. And what a wait it was — the last major release in
the acclaimed (if controversial) simulation series was
1929: The Greatest Depression
, and we at least are still haunted by the specter of food insecurity and
shantytown riots. Those who braved 2008: Bubble Burst had less
of a wait but perhaps a blander taste in the mouth. Trust me, the series is
worth coming back to — especially now that the highly-anticipated
VR chamber
has become accessible on the consumer market. This game and that ‘console’
(if the word still applies these days) were seemingly made for each other.
This is a paradigm-shifting video game, one that will make us rethink
the possibilities of the genre as a whole.
Pandemic Apocalypse substantially ups the simulation experience
gamers have come to expect from the franchise. The player is cast as a
homeless person during the height of the Covid-19 pandemic. And, as
we’ll mention later on in this review, though nearly 200 years have elapsed
since the event, Pandemic Apocalypse has been
no stranger to controversy
. Not only has the game been prepared seamlessly for the next generation of
VR gaming systems, but it also comes replete with an entire suite of
accessibility features that are to this century what
Last of Us
was to the 2000s. And the accessibility enhancements by no means diminish
from the gameplay or rich sensory experience.
The game is so expansive that no two days — either in-game or between
sessions — are ever going to be the same. The newly developed AI system for
the NPCs is so lifelike that we suspect it will be nearly impossible to
write an in-depth guide or how-to. Simply put, NPCs act like real people.
While most walk right on by the player, some of them will kick, spit, or
otherwise lash out; some will provide hand-outs or charity; some may offer
‘quests,’ i.e., jobs the player can do for money or other resources; some
indeed are the cops, and they will respond to anything the player does with
contempt and even violence. In short, the AI mechanism makes the game
breathtakingly lifelike. Combined with an environment that’s nearly fully
interactive, it’s no wonder Pandemic Apocalypse has caught the
attention of social critics, urban planners,
homelessness advocates
, policymakers, artists, and more.
Keep reading for a spoiler-free breakdown of what to expect.
Graphics, Design, and Sound:
Let’s start with the audio-visuals. To put it succinctly, the game is
visually stunning and symphonic in its attention to detail. The graphics
engine is literally the most up-to-date on the market, and assuming you’re
playing it how it’s meant to be played in the new VR chamber, you’re going
to have a hard time believing that real life is ‘real’ after walking out of
each play session. The details are so minute they will absolutely absorb
your attention and distract you from the gameplay. From legible print on
the newspapers (which, it goes without saying, correspond to
contemporaneous articles) to stray hairs on rats’ backs, to shadows that
move as the sun does and even the player’s reflection in glass or puddles,
the display takes advantage of all that current tech has to offer.
One of the coolest features is that of the ‘map,’ or the playable world.
The developers loaded real plans and GPS data from the 2020 versions of
five major U.S. cities — LA, Miami, New York, Washington DC, and Chicago.
So the player is quite literally living where their ancestors may have
during the real pandemic. Though many areas of these cities have been
radically altered since then, it’s possible to compare stills from the game
to archival data and old photographs, and in nearly every case it’s almost
a perfect one-to-one match. They even captured construction that was
ongoing back then - all made possible by complicated algorithms trawling
through decades of plans, construction logs, camera footage, GPS data, and
more. It’s been rumored that future DLCs may offer other cities as
well, but for now we already have our hands full exploring even just one
of the stock world maps.
The character design is also nearly flawless. The player will be able to
fully customize their in-game avatar. Even though this is a first-person
simulation, your appearance does matter and will influence how NPCs
interact with you. For their part, NPCs are just as individuated as in real
life, and no two of them will look exactly the same (unless they’re twins,
which we believe we came across during one playthrough). Just as
the playable areas of the cities resemble their real-life counterparts, so
too did the developers match the demographics of each city as they were in
2020. It literally feels as if you step back in time into these iconic
cities, making the game live up to the title’s name of ‘living history!’
As for the audio, Pandemic Apocalypse follows its predecessor
Bubble Burst
in that there is no in-game music. Though of course players have the option
to stream in their own if they wish. But make no mistake: the lack of
background music does not leave the game silent. Instead, it’s populated by
the real noises of the city: cars, buses, voices, the occasional stray cat,
planes overhead, construction crews blasting away, sirens, and more. There
is audio coded for nearly everything, which makes for a disturbingly
accurate experience. For example, if the player is lucky enough to find
food (a necessity, sure, but harder to find than you might think!), then
they’ll hear their character chewing and smacking their lips.
Gameplay is also very much attuned to sound. From being aware of threats or
taunts to hearing the first drops of rain on a car roof, sound is very
important to a rewarding playthrough. The VR chamber does a great job of
eliminating any feeling of being overwhelmed too, with many of the audio
accessibility tweaks helping out with that. If you’ve only got a VR
headset, don’t worry — the auditory experience is still very impressive.
Overall, this is probably the most advanced video game ever in terms of
offering an almost seamless transition from real life to the audiovisuals
of the game. We say ‘almost’ because, like us, you may end up feeling that
those of the game are better!
Gameplay:
Pandemic Apocalypse is a single-player, first-person virtual reality
simulation game in which the player plays as a homeless person during the
Covid-19 pandemic of the early 2020s. As a simulation game, there is no
‘goal’ per se — just hang around, do whatever the game’s physics
allow, and have fun! Of course, it’s not a spoiler in itself to mention
that there are ‘hidden’ objectives, such as surviving one day more,
avoiding catching the disease (harder than it sounds!), banding together
with other indigents, and perhaps even pulling yourself out of
homelessness. As you may have heard by now, if your character dies,
then your playthrough is over, and you must start anew. We can’t really say
much more beyond that here, so check out our blog describing some of
our staff’s playthroughs in more depth.
But it would hardly be appropriate not to describe some anecdotes!
VR gloves
are a must — there’s literally no option to play with old-fashioned
controllers — and they make for an impressive range of possible player
inputs. It’s just one more link you have to your character, blurring the
lines between ‘virtual’ and ‘reality’ ever more. We’ve built makeshift
shelters, changed tires for kind passersby, stolen coffee cups folks were
too foolish to set down and forget about, and even picked our character’s
nose!
The NPCs you’ll interact with are complicated and unpredictable as if they
were being controlled by other players in a kind of MMORPG — yet it’s just
the incredible sophistication of the game’s AI pulling all the strings.
We’ve had NPCs come up to us and ask about our day just to show a little
humanity. We’ve had them donate to our cup of change and even buy us an ice
cream cone. Sometimes you get NPCs willing to offer you a job, show to you
a shelter where you can get some sleep or apply for necessary resources
like Medicaid, or even leave a shopping cart for you to carry all your
things (no auto-inventory here! You must manage your resources yourself!).
On the flip side, NPCs may try to sexually harass or even assault you,
physically assault you (which resulted in the death of one of our
characters), or even just be mean and nasty. Once someone ran away with our
cup of change. Another time we had the police called on us just for sitting
on a flight of stairs in front of a luxury apartment. But most of the time
they simply ignore you, which is perhaps the worst part: feeling like this
character you’re incredibly invested in is just another piece of the
background environment.
In a recent interview, the head of the game’s AI development noted
that they trained their AI on centuries’ worth of documented interactions
among the housed and houseless. “This is ‘Living History’ after all: we
wouldn’t be doing our job if we watered down some of the violence,” they
said. The result is an unpredictably accurate, if sometimes sadistic, gamut
of reactions NPCs will have toward your character.
The police will be your mortal enemy and should definitely be avoided at
all costs. They are coded just like any other NPC but have the advantage of
the legal monopolization of force. And there’s never just one lone cop. We
did a playthrough in Washington, DC, a city long known for its
disproportionately high police presence, and we found it nearly impossible to continue, even after several deaths’
worth of accumulated knowledge and strategy. We found ourselves in jail a
number of times, though once we were able to escape. Usually the
police will harass you, knock down your shelter, and, by their very
omnipresence, make it difficult to engage in the furtive tasks required to
survive. But it’s not impossible to skulk out of their reach. The
stealth aspects
of this game should not be underestimated, even if they are a bit difficult
to pull off. Nevertheless, it’s safe to assume the police are always
watching you.
This brings us to an important and revolutionary aspect of this game: how
save data is managed. In between sessions, even while the game and whatever
you’re playing it on are turned off, some in-game decisions are still being
made. This is thanks to
a little-talked about but genius piece of technology
that stores electricity while the game is powered on to power a mechanical,
analog device to continue playing certain aspects of the game even after it
is switched off. What this means is that certain things like the weather
and passage of time will continue even after you power off for the day. You
may have saved at night but come back and its daytime.
But it doesn’t stop there. Certain NPC actions are also governed by this
device at random. So you may come back to discover that some bum
pickpocketed you in the night and all your change is gone. Or the police
may have raided your shelter and now you’re freezing and wet with bugs
crawling all over your feet. The point is that you have to be incredibly
careful where and when you decide to save — but know that despite your
best intentions, the game is working against you! Speaking about this
feature, the production studio’s CTO remarked that “It gives the
player an extra challenge. It’s too easy to play a game where everything
works out nicely for you in the end. Besides, that’s hardly akin to the
real-life experience of homelessness. We wanted — and needed — to put the
player precisely into the shoes of someone going through the real thing.”
Some accessibility features mitigate this effect, so consider
activating those to make things a little less hectic. No matter what you
think of it, though, you’ll have to account for the unaccountable!
Manipulating the in-game environment is another big perk and makes gameplay
that much more rewarding. You’ll probably have to build yourself a shelter
at some point, and you can literally use anything you come across — garbage
cans, tarps, wooden pallets, bits of this and that. You can wrap yourself
in just about anything and use it as clothing. You can try to eat most
things, too, though you may end up sick if ingesting inedible materials.
Frustrated at how the world’s treating you? Grab a stick and smash in some
car windows. Break into a building. Trespass! The world is your oyster,
subject to the in-game physics and, of course, the legal repercussions.
NPCs will not like your engaging in out-of-the-norm behavior, especially of
an illegal nature, so be careful when sculpting the urban scape to your
wishes!
Overall, the gameplay is truly outstanding. All the stops were pulled out
to provide as lifelike an experience as possible. You truly will feel the
tension, grit, and struggle to survive, almost as if you were experiencing
it all yourself. Such immersion makes Pandemic Apocalypse perhaps
the biggest and most engaging video game ever. It has already been
touted as game of the year and may well become the game of the
decade, even the century. Words don’t really do it justice, so go get your
copy today!
A Word on the Controversy:
We couldn’t end this review without discussing the controversy surrounding
Pandemic Apocalypse. It has been called everything from
“a dangerously fetishistic dystopia”
to
“the culmination of centuries’ worth of anti-homeless attitudes and
public policy.”
Historians and retro gamers will instantly recall titles such as Hogwarts
Legacy, Grand Theft Auto, etc., that similarly
inspired critiques both genuine and hysterical while also providing fans
with incredible gaming experiences that pushed the boundaries of the genre
ever further. That dilemma — between a testy, possibly unethical subject
matter and a mind-blowing gaming experience — will no doubt prove difficult
to resolve for many who may otherwise be interested in playing it.
Ultimately the decision is up to every individual. We can’t impose our
morals onto our readers, but we will suggest that everything be taken into
account before making your decision to get it or not.
Sure, the violence of homelessness is presented without any filters or
watering down. The game’s producers are indeed profiting off of our
voyeuristic exploration of what is certainly a blight on humanity’s
progress and better nature. It would obviously be better if homelessness
were a historical relic that could be safely interacted with from the
benefit of enlightenment and advancement.
Unfortunately, that’s just not the world we live in. And for the world as
we live in it now, we have to consider that a simulation experience like
Pandemic Apocalypse may inspire the kind of empathy needed to finally
motivate voters and policymakers to end homelessness once and for all. That
is exactly what some campaigners are hoping for.
Even if such a goal is far-off, or even indeed if we can’t expect such a
lofty social goal from something as humble as a video game, it is still
true that the game is probably the highest point ever reached by the genre
as a whole. For centuries, humanity has been seeking to recreate social
life, allowing for individuals to live lives other than their own. What
have the old historical forces of globalization, the development of AI, and
the convergence of cultures that used to be so different all been leading
to? A recreation of social life without the risks of doing actual harm — an
experience freed from the web of social obligations and the omnipresent
risk of death that hem in the truest freedom of expression. It’s certainly
premature to say that Pandemic Apocalypse is the culmination of such
forces, but it is at the very least the highest point on that road hitherto
reached. Therefore, the game must be reckoned as an artifact of humanity
and an expression of our collective will to transcendence.
Does this invalidate objections to the game’s subject matter? Perhaps.
Perhaps not. Perhaps such an explanation points toward the fulfillment of
that subject matter’s purpose. As one of the chief programmers recently
stated, “Objecting [to the game’s content] misses the point entirely.”
Perhaps the point is to grapple with such content and allow the result of
that grappling to inform your life IRL. Perhaps Pandemic
Apocalypse can make the world a better place. Even if it can’t, perhaps
it will still be worthwhile as a highly advanced means of entertainment. Is
that good enough? We’ll let you decide.
No matter your take on the controversies, no matter if you’re a casual
gamer or a professional, Living History 2020: Pandemic Apocalypse is
a game that is grabbing everyone’s attention. And it probably will continue
to do so for some time yet. We’ve still a long way to go before we see how
things pan out, as the game has only been available for a week (but has
already sold out in many places). Nonetheless, we hope this review
provided a place to start. Of course, nothing could ever replace the
experience of playing the game for yourself, so the best means of checking
it out is simply to jump right in!
As always, we wish you happy gaming!
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© 2024 Wes Vanderburgh
Bio: Wes Vanderburgh is an independent creator currently interested in art’s potential to rekindle politics for an overripe age.
E-mail: Wes Vanderburgh
Website: Wes Vanderburgh's
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