Isaac Wright, spent 8 years in prison became a paralegal helping other inmates & practicing his own case. He got a police officer to admit the states attorney was bribing & lying. The state attorney commited suicide before the trial. He then had to fight against the other charges he had, and was released Wright is the only person in the US history to have been Sentenced to life in prison, Securing his own release and exoneration, and then being granted a license to practice Law by the very court that condemned him
For two decades, the words “cinematic” and “blockbuster” have been, for most game directors, synonymous. During this window, which stretches back to the original God of War and Halo, we’ve enjoyed (or, for others, endured) big-budget video game creators aspiring to emulate their blockbuster film counterparts.
If — somehow — you’ve never seen the films of Steven Spielberg or Michael Mann, you’ve nonetheless experienced them via contact highs from Uncharted, Grand Theft Auto, and practically every other Big Game released this millennium.
But Indika, a game that sounds like a weed strain and plays like being stoned and scrolling through the Criterion Channel, has me hopeful that we’re approaching, with narrative video games, a turning point for what it means for a game to be “cinematic.”
What fuels that hope is Indika’s creative similarities to a micro-budget indie horror film from the ’90s.
The Blair Witch effect
Is it possible for one game to change the look of an entire medium? And why would it be Indika, a game most readers haven’t played, or even heard of?
25 years ago, The Blair Witch Project inspired countless parodies with a single shot. You know the one. You can see it in the trailer, the poster, or at the top of this story. The lead actress-slash-camera operator holds a cheap camcorder inches from her face. Tears well in her eyes, and a flashlight casts hard shadows across her dry skin.
She’s terrified. She’s a mess. She’s barely in focus or even in frame.
At that time, few commercial directors would film a shot so crudely, nor would a celebrity offer the audience such an intimate look inside their nostrils. Filmgoers expected movies to conform to a certain look, sound, and feel. But The Blair Witch Project didn’t resemble anything in theaters; it looked like a cheap documentary you’d find on the local PBS station. It looked real.
Photo: Haxan Films
With that emphasis on “realism” above all else, the amateur camerawork accomplished its goal — scare the shit out of people — better than any expensive shot on an industry-grade camera could.
The filmmakers had taken the empathic visual language of the documentary form and weaponized it. Look again at the shot. You don’t see an actress staring into the camcorder; you see a person. And so, as happens when you look someone in the eyes, a connection forms. This person, you think, could be you. Alone. In the woods. Something unknown stalking through the branches.
The camerawork of The Blair Witch Project wasn’t cinematic, not in the classical sense. But in time, what audiences expected film and TV to look like would change to meet that image. Do we have the sprawling found-footage horror genre without it? Or the mega-popular docu-sitcoms like The Office and Modern Family?
The creators of The Blair Witch Project, because of their limitations (no money! No sets! No actors!) looked for inspiration where others didn’t have to, and wouldn’t choose to. The film’s success then gave future creators big and small permission to follow its lead, forever changing what a Hollywood movie could look and feel like.
Indika and the film school games
Indika, the fantastic new adventure game from Odd Meter, tells the story of a young nun who loses her grip on reality in an alternate-history version of 19th-century Russia. Tortured by a voice in her head that may or may not be a demon, Indika partners with a sickly man who may or may not be divinely chosen by God. Together, they embark on a perilous road trip through beautiful forests, abandoned towns, and literalizations of biblical allegory.
Indika is the latest — and one of the most impressive — examples of a sea change in the look and feel of cinematic games.
You don’t have to play Indika to see what I mean (though, hey, you really should). In the announcement trailer, the game’s creators borrow liberally from filmmakers rarely associated with games. These directors, who can’t afford the spectacle and scale of big-budget filmmaking, rely on more audacious (and affordable) craft to distinguish their work.
“We tried to use a standard limited set of [virtual camera] lenses to depict the limitations of inexpensive auteur cinema,” Indika game director Dmitry Svetlow told Polygon over email. He cited Poor Things director Yorgos Lanthimos, Russian filmmaker and slow cinema pioneer Andrei Tarkovsky, and former Monty Python member and infamous weirdo auteur Terry Gilliam as inspiration.
Emma Stone as Bella Baxter in Yorgos Lanthimos’ Poor Things.Image: Searchlight Pictures
In Indika, the stark exterior landscapes and cold architecture resemble the striking but antiseptic sets of Lanthimos. In the game’s nunnery, a SnorriCam shot — in which the camera is strapped onto the actor and aimed at their face — recalls Blair Witch, of course, but also the works of ’90s music video director turned ’00s filmmaker Spike Jonze and Robert Webb’s comedy sketch series Sir Digby Chicken Caesar.
Where Blair Witch borrowed the documentary aesthetic to force audiences to straighten their backs and pay attention, Svetlow and company are reaching into the toolbox of low-budget filmmaking to do something similar with games.
Or, to put it crassly, Indika doesn’t just look like art films but feels like them. The story opens with the player inhabiting the habit of the titular young nun and fetching a pail of water from a well, then doing it again. And again. And again and again. Her steps up and down a grimy, snow-crunched slope in the abbey echo Tarkosvky’s long shots (like this one of a man carrying a candle for seven minutes) that were intentionally tedious, forcing us to feel time passing not just in a movie or a game, but in our life as we experience them.
To make the game more cinematic, Svetlow wrote the team needed a “greater focus on dramaturgy, on the quality and depth of characters, as well as the necessary level of presentation of events.”
In Indika, you don’t save the world or nail sick headshots. You accumulate poorly hidden collectibles and earn points, though they’re worth nothing and, by the standards of other games, a waste of time — something the game’s loading screens emphasize any chance they get. (“Don’t waste time collecting points, they are pointless.”) Sometimes Indika comes across a bench, and if you direct her to sit down on it, the game hands over the “film editing” to the player, allowing them to swap between different camera angles, some of which Indika doesn’t even appear in.
You could move on, directing Indika to stand back up and continue about her business. Or you could let the camera rest, your mind wandering as your eyes lock onto a field of mud and snow. In a medium full of realistic 3D worlds rife with kinetic empowerment, Indika encourages you to indulge in a moment of peace and ceding of control.
Change happens slowly and then all at once
Can we be certain games like Indika will influence their big-budget peers? They already have.
Here’s just one example: In 2009, Naughty Dog released Uncharted 2, a game rife with some of the most iconic blockbuster moments in the history of video games. Its opening, in which the hero climbs up a train that dangles off a cliff, may have inspired the latest Mission: Impossible, which ends with Tom Cruise doing something very, very similar.
But tucked into Uncharted 2 is a sequence meant to contrast with these sorts of set-pieces. Around the midpoint, Nathan Drake hikes through a Tibetan village. He doesn’t climb any deadly cliffs. Nothing blows up. Nobody gets shot. This was, in its time, unusual — a moment in which the player could exist in a beautiful 3D environment without being required to destroy the village or its population.
The Tibetan village sequence (and I swear this was acknowledged publicly, though now I struggle to find any quote) was cribbed from 2008’s The Graveyard, a short art game from the now-defunct micro studio Tale of Tales. In the game, an elderly woman walks the path of a graveyard, sits on a bench, reflects, and then returns from where she came. To younger readers, this will sound tedious. But to game critics at the time, this scene dropped into our minds like a new drug — a total shock to the system.
Nathan Drake in Uncharted 2.Image: Naughty Dog/Sony Computer Entertainment America
With The Graveyard and Uncharted 2 and many other (mostly indie) games of that time period, the video game industry witnessed a surge in what would be dubbed “walking simulators,” a somewhat derisive term for a powerful idea: You make a beautiful, rich virtual space, then afford your players some time to exist within them.
If The Graveyard could reshape the assumptions of cinematic video games, then why shouldn’t Indika help to bring the style of low-budget and arthouse filmmaking to Indika’s many peers?
That’s the magic of this moment in video games: Indika isn’t alone in its ambitions to challenge our assumptions of what makes a game cinematic. Indie developers have been steadily pushing against the confines of what games look and feel like for over a decade. To the Moon. El Paso, Elsewhere. Disco Elysium. I could double my word count with nothing more than titles.
But what’s different now, and what Indika reflects, is the independent games scene accelerating up an exponential hockey stick of creative output.
Image: Odd Meter/11 bit studios
Much like The Blair Witch Project (and countless other indie films since its release) was made possible by the first boom of consumer-level cameras and filmmaking tools, Indika and its ilk reflect a new era of game production where a small team — thanks to cost-effective and ultra-powerful dev tools — can take a risk on a personal project. In fact, with modern game engines, indie game developers can accomplish visual feats indie filmmakers could only imagine.
“We recreated a non-existent fairy-tale world; to do this for cinema would have cost an order of magnitude more,” Svetlow told Polygon.
Since I finished Indika, I’ve played three more oddly “cinematic” games — Arctic Eggs, 1000xResist, and Crow Country — and it feels like every week another new game appears, its creators taking a bat to the expectations of what a game should look and feel like. Now and then the bat is bound to connect and pop open this medium, releasing an entirely new style that artists will pounce on, like kids grabbing candy from a smashed piñata.
Perhaps Indika, in time, will reveal itself to be one of these special games. The Blair Witch of video games, launching a thousand projects that build on the arthouse aesthetic. Or perhaps this abundance of creativity will — not with one bold release or one inspirational aesthetic — radically change the idea of what makes a game “cinematic” to the point that we’re less worried about how a game can look like a film, and these interactive narrative experiences that we’d previously compare to great films can have a look that’s recognizably and thrillingly their own.
I hope we get there. In the meantime, I’ll be grateful to play games that aspire to match ambitious and inventive directors, rather than playing yet another video game that could be mistaken for Free Guy.
As many people have said on dating profiles (or mothers on their wall art), I love a video game that makes me laugh, and I am delighted Final Fantasy 7 Rebirth has been so goddamn good at it.
In my time with the game, it has asked me to do absurd things like play a card game against a regular-ass dog. It has featured Cloud Strife, the badass protagonist with a giant sword, carrying a little cushion around for him to use on benches. It’s got dudes who play acoustic guitar at you like the Kens in Barbie, the franchise’s second homoerotic biker duel, and a lot of other things I want to talk about but would probably be spoilers. I mean, Chadley???
But if you’ll allow me the indulgence, I need to talk about one in particular.
Consider this a spoiler warning. I’m serious. I’m going to embed a photo of Cloud Strife playing the piano (also funny) to try and spare casual scrollers, but right underneath it, there will be a YouTube video of one of the funniest things I’ve ever seen in video games, one that I recommend seeing for yourself if you’re interested in playing through Final Fantasy 7 Rebirth. (You can’t miss it, it’s part of the story.)
Okay, ready?
Image: Square Enix
Here it is:
There are a lot of incredible things about this scene, which takes place in Chapter 5 aboard the Shinra-8 cruise to Costa del Sol. First, like a lot of things in Rebirth, it’s a gag lifted directly from the original Final Fantasy 7, but it’s been given such a lavish reinterpretation that it becomes an entirely different kind of funny, a throwaway gag made into a comedic centerpiece for no reason at all.
As previously established in Final Fantasy 7 Remake, the characters are more than happy to break out into dance, but that still doesn’t prepare you for seeing Red XIII do a Michael Jackson impression, or the (smaller but funnier) sight gag of the canine warrior trying to cross his legs across the table from Cloud. (Also the kid crying at the sight of him kills me every time.)
I don’t think you get any of this in Final Fantasy 7 Rebirth without Square Enix’s crucial development decision to never shy away from or soften the oddity of the original game’s polygonal abstraction. Under the older game’s art constraints, the unrealities of, say, riding a dolphin or meeting a talking cat are much easier to roll with, and not particularly unusual.
Recreating these moments with such a high degree of realism is in itself funny, an endearing commitment to a bit I can’t believe a massive studio signed up for. It’s also both a necessary counterbalance to an otherwise dire and melodramatic story — yes, the heroes of Rebirth must also fight for a world that has room for fun and levity — and a bit of a eulogy for this kind of goofballery in modern big-budget games.
Sure, every once in a while we get something like Like a Dragon: Infinite Wealth, the latest in a long line of games that always show players a tremendously goofy time — but Final Fantasy 7’s comedy is something different. It’s a relic from a time when games were a little more mysterious, a little more challenging to interpret, with a little more room to surprise. Maybe publishers will see people eagerly sharing photos of Red XIII riding a chocobo and think, hey, this stuff would be good to have in video games again.
Owlcat Games continues its work on Warhammer 40,000: Rogue Trader, this time with a patch aimed at rectifying some nagging problems. Patch 1.0.88 contains a multitude of changes, including making skill checks easier across the board. The next major patch will release sometime in January 2024.
Patch 1.0.88 also fixes “a vast majority of broken quests and cutscenes that blocked progression or worked only for specific choices,” made sweeping changes to items and abilities, improved optimization, and tweaked companion quests and responses. This includes fixes to system stability, co-op desync, broken narrative quests, weapon damage, and a particularly tricky ladder that served as a one way trip for the Space Wolf companion Ulfar.
Skill checks are also easier across the board, which is useful for players who lean on lore, persuasion, or medicae checks in their playthroughs. The massive RPG campaign still has some bugs and technical issues that make it difficult to progress: I found myself dismayed when I romanced Heinrix van Calox and found that our dalliance locked him in a “sex mode,” where I couldn’t equip any of his gear or use him in combat. I had to break up with the Inquisition agent to restore his combat potency.
That lingering problem notwithstanding, it’s good to see Owlcat Games continue to polish things up.
CD Projekt Red fulfilled a five-year promise last week when it added a fully functional metro system to Cyberpunk 2077. While the feature does wonders to make Night City feel more alive, I was surprised to learn just how little California’s public transportation infrastructure has improved in the game’s alternate-reality future.
Cyberpunk 2077 now includes five Night City Area Rapid Transit (NCART) rail lines servicing 19 stations. Every stop still functions as a fast travel point, but players can also use them to hop onto the subway and relocate, in real time, to other parts of the city. As movement is restricted while on the train, this is a mostly visual experience, providing folks with a new perspective on the sprawling mega-city as well as limited opportunities to chat with their fellow riders.
During one trip, I noticed a screen indicating the train’s speed was consistently hovering around 43 mph, which felt awfully slow for futuristic transportation. The average speeds of modern-day heavy-rail systems in the United States range from the high teens to the mid-30s, but they’re capable of reaching much higher maximums. And that’s not even accounting for more developed public transportation in Japan and China, whose magnetic levitation (maglev) bullet trains zoom through major cities at hundreds of miles per hour.
What the heck.Image: CD Projekt Red
This fits with what the first Cyberpunk rulebook had to say about then-future transportation in 1988:
Surprise, surprise. Contrary to expectations, the year 2000 has not yielded any staggering new developments in transportation. Years of economic strife and civil unrest have discouraged research into new ways to travel—in fact, the very act of travel has become very restricted. Expect the world of 2013 to be much like the 20th century—a network of crowded freeways, packed trains, and swarming airports.
A subsequent expansion, Welcome to Night City, indicates light-rail maglev trains with ground speeds of 200 mph existed in the eponymous metropolis as far back as 2013, the year the first Cyberpunk adventures were set. Every book since makes some mention maglev trains as a staple of Night City travel, and 2005’s Cyberpunk V3.0 even noted an improvement in their top speed to 300 mph despite the apparent destruction of the intercontinental maglev line during the Fourth Corporate War (which took place from 2021 to 2025 in-universe) between the world’s ruling megacorps.
(And just to cover my ass, 1990’s updated Cyberpunk 2020 rulebook makes it clear that NCART and the light-rail maglev trains are one and the same.)
It’s here that Cyberpunk 2077 does something clever by expanding the consequences of this conflict. Rather than only putting rail travel between continents in flux, the game describes the Fourth Corporate War as debilitating the entire maglev system, as explained by the following database entry:
Maglev trains cruised at high speeds via tunnels and on the surface thanks to the advent of electrodynamic suspension technology, allowing fast and comfortable travel from Night City to other cities, including Kansas City, St. Louis, Atlanta and Washington D.C. Unfortunately, this new era of transportation didn’t last long. The social unrest and armed conflict of the 4th Corporate War brought with it an economic crisis that soon crippled the entire system. Currently inoperational, the abandoned Maglev tunnels are used by the homeless and various gangs.
The destruction of the maglev system and the slow NCART speeds exhibited in-game lead me to assume the local government was forced to revert to pre-2013 tech to ensure NCART remained operational, a massive downgrade from the bullet trains that once transported residents through Night City and beyond.
Hurry up and wait.Image: CD Projekt Red
While researching this situation, I couldn’t help but see darkly hilarious parallels between the difficulties facing the fictional California depicted in Cyberpunk 2077 and the actual state in which I live.
Despite being one of the largest (both in terms of land and population) and richest states in the union, California has long struggled with plans to build public transportation on par with the bullet trains of eastern Asia. A lot of that is due to politics, as even ostensibly supportive legislators are wary of spending the billions of dollars necessary to complete the project. And let’s face it: Americans are just way too devoted to their cars.
All that said, there’s one very simple explanation for Night City metro’s relatively low speed: The developers didn’t want NCART rides to happen in the blink of an eye. What good would the long-awaited subway experience be if players didn’t actually, you know, experience it?
A trip taken at 300 mph wouldn’t provide any time to people watch Night City’s eccentric residents or take in the view of skyscrapers surrounding the bay outside the train’s windows. The entire point of the subway system — and a big part of why folks clamored for its inclusion all these years — is to give players new opportunities to role-play and experience the visual splendor of Cyberpunk 2077’s setting and its over-the-top aesthetics.
I find it hard to fault CD Projekt Red for playing a little loose with established Cyberpunk history if it makes for a better game in the end.
Xbox just announced a new version of one of its most famous gaming peripherals, this time produced in partnership with Warner Bros. to celebrate a forthcoming movie. I’m talking about an Xbox controller made entirely out of chocolate. No, you can’t actually play games with it. Yes, you can eat it, since it’s made out of 100% chocolate. And of course, it’s wrapped in a gold wrapper — a reference to the infamous golden tickets that Charlie and company had to find in order to enter Willy Wonka’s Chocolate Factory. The film, called Wonka, is a prequel to Roald Dahl’s classic Charlie and the Chocolate Factoryandstars Timothée Chalamet as the chocolateer himself.
To win the “(X)box of Chocolates” — or so the Xbox release calls it — fans have to enter a sweepstakes. The terms, unfortunately, require following Xbox on X (formerly called Twitter) and retweeting the tweet announcing the context. It runs from Nov. 13 – Dec. 14. You don’t just win a chocolate controller itself. You also get five other chocolate truffles, each themed to Xbox: Achievement Hunting, Button Masher, Your Citrus Sidekic, Xtra Kick, and Wonka for the Win. You can also potentially win a replica Xbox Series X that similarly appears to be made entirely out of chocolate.
It’s been a year of blockbuster collaborations with really strong branding, and this is especially true for brand names that appeal to kids. Some of these were all-encompassing, like the inescapable number of Barbie branded items, ranging form hair clips to pool floats to inline rollerblades. And, of course, The Super Mario Bros. Movie opened up the opportunity for tons of new toys and game merch.
I don’t know precisely what types of branded merch I expected for Wonka. I assumed, of course, that there would be candy involved — chocolate even, and probably in a golden wrapper. But chocolate in the shape of an Xbox controller? Do we think Chalamet will be a gamer in Willy Wonka? If so, I presume Xbox would be his console of choice.