The Dark Pictures Anthology Has Never Been More Adrift | Directive 8020 Review
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The Dark Pictures Anthology Has Never Been More Adrift | Directive 8020 Review

GameSpot » Game Reviews RSS FeedMark Delaney8 min read(4 months ago)

Overview & Key Takeaways

In the underappreciated 2008 comedy Role Models, Christopher Mintz-Plasse's character, the exceedingly nerdy Augie, is asked if he likes Coca-Cola. "I like the idea of it more than I actually like it," he answers.

I always found it a funny, confusing answer, but this fifth entry in The Dark Pictures horror anthology, with its grating performances, rote stealth sequences, and signs of an aging formula, makes me realize I can relate; I like the idea of this anthology more than I actually like playing its games.

In Directive 8020, developer Supermassive Games takes us to outer space for the first time in the series. Following stories focused on a cursed shipwreck, New England witchcraft, monster-infested caves, and a modern slasher inspired by H.H. Holmes, the latest one-off title is heavily inspired by two giants of its genre: Alien and John Carpenter's The Thing. A crew of heroes-to-be surveys a potential new home planet for humanity, Tau Ceti f, before a disaster leaves them stranded on it with an alien organism that can steal organic likenesses, such as human faces and bodies.

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In the underappreciated 2008 comedy Role Models, Christopher Mintz-Plasse's character, the exceedingly nerdy Augie, is asked if he likes Coca-Cola. "I like the idea of it more than I actually like it," he answers.

I always found it a funny, confusing answer, but this fifth entry in The Dark Pictures horror anthology, with its grating performances, rote stealth sequences, and signs of an aging formula, makes me realize I can relate; I like the idea of this anthology more than I actually like playing its games.

In Directive 8020, developer Supermassive Games takes us to outer space for the first time in the series. Following stories focused on a cursed shipwreck, New England witchcraft, monster-infested caves, and a modern slasher inspired by H.H. Holmes, the latest one-off title is heavily inspired by two giants of its genre: Alien and John Carpenter's The Thing. A crew of heroes-to-be surveys a potential new home planet for humanity, Tau Ceti f, before a disaster leaves them stranded on it with an alien organism that can steal organic likenesses, such as human faces and bodies.

Directive 8020 is not just the fifth Dark Pictures entry, but speaks to a longer, broader trend that has seen the studio make movie-like games designed around branching gameplay and story choices, stressful quick-time events, and the threat of permadeath when you screw something up, be it a branching choice or a sequence of button-mashing. When the studio first started making these types of games with 2015's Until Dawn, it presented them like movies, with fixed camera angles meant to mimic the cinematic touch of a feature film. But Supermassive has been moving away from that approach in recent projects, to the point that now Directive 8020 plays like an over-the-shoulder third-person action game.

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This change is for the worse, and I'm curious how we got here. I admit, sometimes it could be clunky controlling characters from the traditional fixed angles, but without those cinematic touches, these games are worsening. They're less immersive and less visually interesting, and what this more typical perspective highlights is just how shallow other parts of the formula can be.

More than any entry before it (including recent offshoots The Quarry and The Casting of Frank Stone), Directive 8020 offers gameplay mechanics of a traditional, third-person action game, where you'll solve environmental puzzles to navigate dangerous hallways patrolled by a shapeshifting monster. There are also a lot of stealth sequences that ask you to crouch-walk behind waist-high walls, moving from cover to air duct to stairwell whenever the monster's predictable pathing turns them away from you.

Neither of these elements feels all that exciting, and more often the puzzles of Directive 8020 outright frustrated me, as their solutions were either boringly obvious or surprisingly obtuse. That said, even good versions of these puzzles may have soured me on the experience a bit, as including any puzzles hurt the pacing that I tend to prefer in a game mimicking Hollywood movies like this series used to. But what's actually in the game is worse, and only served to grind me down even more.

On the surface, Supermassive's decision to draw from two hugely influential movies like Alien and The Thing is exciting. Alien has inspired countless other horror stories in the decades since it arrived, but there's always room for another if it finds an intriguing hook of its own. Meanwhile, The Thing suits Supermassive's multiplayer mechanics very well; in Directive 8020's multiplayer, players are assigned different characters to nurture over the course of the game, creating conflict. I might choose to save my character over yours when it's my turn to control the story, for example. It's a fun mechanic that's made even better by the presence of a monster that steals people's likenesses. Instead of simply choosing to save my character over someone else's, Directive 8020 made me question who to trust at all, even when it came to my own character. Am I actually prioritizing who I think I'm playing, or has the monster already killed and replaced them, and am I dooming the whole team with my self-serving choices?

Directive 8020 does a pretty good job of delivering on this tense wrinkle to The Dark Pictures' usual multiplayer set-up, and the game's central monster and storyline are intriguing enough that I was invested in seeing where it went. I especially liked one scene in which the characters are ordered by their commanding officer to pass through a bioscanner to prove their humanity. Recalling scenes from The Faculty and Among Us, it felt like a tropey but welcome--and even necessary--beat to hit. But this moment and others were often hamstrung by issues that have hindered other games in the series, and increasingly feels like they're getting in the way at this point.

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While some performances in Directive 8020 are fine or even good, others are distractingly bad. One character in particular has so many confusing line deliveries that I wondered if it was voiced by generative AI. It was whiff after whiff. With so many story branches to account for and too many different angles that must be covered, I lost my sense of who these characters are, as different takes are sometimes jarringly spliced together.

In cutscenes, the camera often moves oddly slowly, in a way that shirks the past games' cinematic quality for something that feels either thoughtless, or is the result of some unseen technical requirement. I wasn't sure which was to blame. There are other signs of technical limitations too, like when two characters had only just set off to perform an important task together before they immediately stopped walking so they could talk, offering players the chance to shape their personalities (and thus their fates in the permadeath system). There was no reason for them not to walk and talk at the same time, Sorkin-style, so it felt like the game just couldn't make that happen for some vague under-the-hood reason that leaves it all feeling a bit uncanny.

Directive 8020 does offer one really cool innovation for these games, however. Its new Turning Points system lets you more easily explore unseen branches of the story--either right in the moment, letting you rewind as soon as a pivotal outcome has occurred, or later, by opening to the story's timeline and hopping into new-to-you sections.

Though I'm the type to prefer to see only my version of events, ignoring other branches as fiction that effectively doesn't exist, the Turning Points system serves a few practical purposes. For one, anyone collecting the game's many secrets can more easily jump around and get what they need without much hassle. Naturally, it also lets you fix what you might regret, if you're less committed to your one-true-path than I am. I did test it a few times for the purposes of this review, and to the team's credit, they did a good job of implementing it, letting you rewind quickly and with a simple button press akin to racing in Forza. That doesn't make Directive 8020 a better story, and really it only subjects you to more of the poor performances, but it does make it a more malleable story for completionists or the exceedingly curious.

After a delay took the game out of its more-fitting Halloween window, it's disappointing to feel like this one is still grinding down its gears to get to the finish line. It's not the first Dark Pictures entry to show these signs, but it gets more apparent with each new one that doesn't overhaul the game's foundational jank. It reminds me of the latter-era Telltale games, where the engine was really chugging and the games' charms, often the writing and player-driven decisions, were held back by an aging formula, technical woes, or both. I've wondered if some future installment of The Dark Pictures will unveil a dramatic technical overhaul, allowing Supermassive to get back to the more interesting, more cinematic version of itself.

The Dark Pictures, as a broad project, feels like it's at a crossroads with Directive 8020. With plans to do several more installments, I feel like the inherent flaws are giving way to diminishing returns. I've said before that I'd take a new one of these games every year, forever, and I still feel that way, but I think I've hit my limit on forgiving some of the series' increasingly obvious hang-ups. The conscious rejection of Supermassive's past cinematic flair confuses me, while the shoddy voice work creates a barrier between the game's intent and its execution.

If Supermassive needs to take some extra time off to bring this series into modernity, I'd happily sit out a while, in the hopes that The Dark Pictures can eventually get the studio back to that high bar set by Until Dawn over a decade ago.

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