{"id":1127568,"date":"2024-07-30T04:05:28","date_gmt":"2024-07-30T08:05:28","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/uncategorized\/nobody-wants-to-die-review-a-noiry-cyberpunk-tale-told-beautifully-eurogamer\/"},"modified":"2024-07-30T04:05:28","modified_gmt":"2024-07-30T08:05:28","slug":"nobody-wants-to-die-review-a-noiry-cyberpunk-tale-told-beautifully-eurogamer","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/nobody-wants-to-die-review-a-noiry-cyberpunk-tale-told-beautifully-eurogamer\/","title":{"rendered":"Nobody Wants to Die review &#8211; a noiry cyberpunk tale told beautifully &#8211; Eurogamer"},"content":{"rendered":"<p><p>      Nobody Wants to Die doesn't bring much invention to the table      - but while it lacks originality, it has atmosphere, heart      and relevance in spades.    <\/p>\n<p>    Sometimes a game comes along and sucker punches you right in    the gut. You can be completely aware of the premise going in,    but some element of the setting or the mechanics takes a    broader theme or commentary and makes it deeply, intensely    personal. Papers, Please got me like that. My job at the time    involved identity verification and, while it was nowhere near    as life or death as the game, it still made it all too real,    too visceral. Dragon    Age: Inquisition completely caught me off guard, with NPC    reactions to my Qunari Inquisitor feeling way too close to my    experiences as a very visible trans woman.  <\/p>\n<p>    Nobody Wants to Die is a work of dystopian science fiction, so    I was expecting some hard hitting moments. I'm hardly the first    person to point out that the last few years have felt    increasingly like living in a cyberpunk novel - only without    the ability to get shiny chrome replacements for my ageing    knees. As a disabled person with a veritable laundry list of    health conditions forced to rely on the underfunded NHS, the    games' medical themes hit way too close to home.  <\/p>\n<p>    Nobody Wants to Die is set in New York circa 2329, which, in a    completely shocking and surprising twist, looks a lot like New    York circa 1929, complete with tommy guns and prohibition. The    sci-fi angle brings flying cars, 500+ story high apartment    blocks and, most importantly, immortality. The discovery of a    substance called ichorite allows brains to be encoded and    transferred to new bodies, making death little more than an    inconvenience, other than on the rare occasions that ichorite    is completely destroyed. It's all very Altered Carbon, really.  <\/p>\n<p>    The really dystopian bit is that there doesn't seem to have    been any comparable advancement in cloning or artificially    grown bodies. Instead, fresh bodies for the rich and powerful    come from regular folks who haven't been able to pay their    subscription fees. Yep, in 2369 you no longer own your body,    you merely rent it. If you can't keep up, you're arrested, your    body is auctioned off to the highest bidder and your ichorite    is locked up in the Memory Bank.  <\/p>\n<p>    Into this hellish vision of the future steps protagonist James    Karra, a pro baseball player turned detective, and the    cheesiest collection of noir clichs you could possibly    imagine. Noir and dystopia go together like hot lead and even    hotter dames, but Critical Hit Games have taken it to extremes    and it is glorious. It's all done with a nod and a wink that's    self-aware, but not self-deprecating, and this commitment to    the bit helps you accept the setting on its own terms.  <\/p>\n<p>    Karra, still adjusting to a new body after a recent on-the-job    accident, is predictably pulled into a murder investigation    with the aid of remote liaison Sara, who provides the audience    for Karra's monologues and musings as he pokes around each    crime scene. What follows is a linear series of investigations    where you use a selection of tools, most importantly a fancy    time-manipulation bracelet, to reconstruct each crime scene,    amassing evidence on the way. Afterwards, you'll head back to    Karra's apartment and use an evidence board to make connections    and figure out the who, what, why and how of each murder.  <\/p>\n<p>    I say you'll do these things, but it's really Karra and Sara    doing it all, while you pilot James around and press some    buttons. Investigative video games are hard to get right, but    Nobody Wants to Die is so afraid that you'll miss something or    get stuck for even a moment that it doesn't just hold your    hand, it drags you through the process, giving clear    instructions every step of the way. There's a selection wheel    for your assorted tools, but you never have to use it, because    not only will you be told what to use, but a button prompt will    pop up to select the correct device. If you want to flex your    detecting muscles, Nobody Wants to Die isn't the place to do    it.  <\/p>\n<p>    That being said, you're not completely devoid of agency. As you    make your way through the game, you'll be presented with    dialogue options and some genuinely thorny moral conundrums,    and frequently have to justify them to Sara or other    characters. You can't make drastic changes to Varra's    personality, but you do get a good amount of leeway to decide    how he reacts to events and consider how he, and you, feels    about it all.  <\/p>\n<p>    Once I'd gotten over my initial disappointment at how guided    the investigations were, I really started to appreciate the    structure. The step by step process of moving back and forth    through the timeline of each crime scene helps to properly    comprehend the sequence of events, while at least one scene    turns out to be a full-blown shootout. Being able to watch the    fully reconstructed firefight play out in slow motion was a    real icing on the cake moment. It's a bit like reading a good    mystery novel in that you're going to be told what happened,    but there's a lot of satisfaction to be gained from figuring it    out for yourself before then.  <\/p>\n<p>    Even more important is how every scene is an opportunity to    immerse you in Nobody Wants to Die's beautiful, intriguing    world. It's absolutely gorgeous to look at, all dramatic    cityscapes, opulent bars and run-down slums, and the slow    reveal of precisely how messed up things are veers from    humorous to horrifying, often simultaneously. Like when you    discover that Karra shares a bathroom with his neighbours,    which involves pressing a button on the door to summon it like    a lift and having to wait if it's already in use.  <\/p>\n<p>      Subtitles, crosshair customisation, limited excessive      flashing option, FoV slider.    <\/p>\n<p>    These mundane moments provide a welcome contrast to the grand    intrigues of the plot, and it's what makes Nobody Wants to Die    so successful. We're shown how the wealthy and the powerful    have created this dystopia, how they continue to enrich    themselves at the expense of everyone else, but we also see the    utterly banal ways in which this manifests, like terrible    processed food and omnipresent acid rain. Karra is the ideal    protagonist for this environment, representing the squeezed    middle, once a lauded celebrity, now trapped in a broken body,    one wrong move away from the Memory Bank.  <\/p>\n<p>    There's nothing new in Nobody Wants to Die; the story and    characters are built from long-established tropes and    archetypes, the world constructed from well-worn elements. This    doesn't make it any less powerful. Instead the confidence with    which it presents itself allows these familiar elements to    resonate all the more strongly. Its five to six hour runtime    keeps the story tight and makes replaying to see the results of    different choices much more manageable. It's not subtle, but    the issues Critical Hit Games have highlighted are more    pressing now than ever, and the time for subtlety has long    passed.  <\/p>\n<p>    A copy of Nobody Wants to Die was provided for review by    Plaion.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Follow this link:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow noopener\" href=\"https:\/\/www.eurogamer.net\/nobody-wants-to-die-review\" title=\"Nobody Wants to Die review - a noiry cyberpunk tale told beautifully - Eurogamer\">Nobody Wants to Die review - a noiry cyberpunk tale told beautifully - Eurogamer<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Nobody Wants to Die doesn't bring much invention to the table - but while it lacks originality, it has atmosphere, heart and relevance in spades. Sometimes a game comes along and sucker punches you right in the gut. You can be completely aware of the premise going in, but some element of the setting or the mechanics takes a broader theme or commentary and makes it deeply, intensely personal <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/nobody-wants-to-die-review-a-noiry-cyberpunk-tale-told-beautifully-eurogamer\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-1127568","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1127568"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=1127568"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1127568\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=1127568"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=1127568"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=1127568"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}