The Muddled Politics of Technotopia

Sometimes you play a game and can tell right away that it’s going to give you Thoughts™, but that wasn’t the case with Technotopia.  My time with it started out the same as any other game, doing my best to get absorbed into the world it crafted and gameplay mechanisms it implemented, all the while taking notes on the side to prepare for the inevitable review.  And then things changed.  The narrative beats slowly began to go off the rails and I went from raising an eyebrow occasionally to having one permanently cocked.  Futurist stories have the capacity to hold up a mirror to our current world or speculate on what tomorrow may bring, and yet Technotopia frequently feels like it gets so lost in critiquing what’s happening now that it forgets to provide that extra layer of futuristic abstraction.  This is less satire, and more someone stating their beliefs directly to the player.  And let me say, some of those beliefs are … questionable to say the least.

Katana ZERO Review

“This is just sidescrolling Hotline Miami,” was one of my first thoughts upon starting Katana ZERO, and I have to say that I wasn’t immediately sold on the concept.  Sure, it had the same fun brand of gory, balls-to-the-wall action, but it didn’t feel as visceral and animalistic as its top-down cousin; it felt, dare I say, sanitized.  Fast forward a few hours, and I found myself spiraling deeper into a gradually unfolding non-linear narrative, punctuated by bursts of hectic gameplay that had me simultaneously holding my controller in a death grip and wanting to hurl it across the room.  Katana ZERO is a harsh game, both to the player and its characters, but it managed to draw me in like few games in recent memory have and transcend its inspirations to become a real hack n’ slash gem.