They create worlds: Disco Elysium

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

The moment I wake up, I know that something is amiss. My reptilian brain and my limbic system talk to me, one in a snarling, jagged voice, the other in a hoarse, high-pitched whisper. They urge me, mock me, lead me astray – but who is this “me” they’re talking to? I drag my sorry body to the bathroom and look at myself in the fogged-up mirror – and there is no moment of recognition. I see my face, and it could be anyone’s. I’m a blank – and like a blank, I’m there to be filled with personality and meaning and purpose.

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They create worlds: Outer Wilds

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

One of the biggest differences between computer games when I first started playing them, back in the 1980s, and modern computer games is scope. Open worlds of the kind that we’re used to nowadays didn’t exist on the 8-bit and 16-bit computers of yore, but these days it’s not rare for a game to feature a world many square kilometres in size. In 2001, Grand Theft Auto III let us rampage in a Liberty City that measured 9 km2 in real-world terms; Grand Theft Auto V, which came out in 2013, covered an area of 127 km2. Things get even more insane with the possibilities of procedural generation, so that we got a 1:1 scale simulation of the Milky Way galaxy in Elite Dangerous (released in 2015). As game worlds get bigger and bigger, though, it becomes increasingly difficult to fill them with meaningful content, and arguably Elite‘s in-game universe is several light years wide and a nanometre deep. Which is one of the reasons why the toy-box solar system of Outer Wilds is so engaging.

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They create worlds: Assassin’s Creed Origins

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

I have have climbed the cathedral of Acre. I have swum in the canals of Venice. I have prowled the streets, and the roofs, of Renaissance Rome. I have hobnobbed with the Borgias and with Robespierre, I have fought alongside George Washington, plundered with Blackbeard and listened to Charles Dickens tell tales.

And, just lately, I’ve added to my repertoire: I have run away from an angry hippopotamus – straight into the jaws of a Nile crocodile. Oh, and I’ve slid down the Great Pyramid, but it’s the tussle with the crocodile that sticks in my mind, much like I stuck in its teeth.

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They create worlds: Scanner Sombre

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

The absence of light is so absolute, it’s as if there’s nothing at all around me. I’m not even sure I’m there myself. The only thing I’m sure of is the scanner in my hand. I pull the trigger, I hear the familiar whine, and the blackness around me is gradually sprinkled with dots. Dot by dot, my surroundings come into existence – a psychedelic, pointillist ghost of a cave.

Scanner Sombre

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They create worlds: Lone Echo

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

To my right is the station, Kronos II, looking decidedly worse for wear. To my left is Saturn, its rings glittering with a stark beauty. I can see the mining asteroids and container fields in the distance – and the inscrutable anomaly, extending tendrils of pure energy in my direction. Everywhere else is the cold infinity of space, beautiful and deadly. There is only one thing to do: I grab hold of the railing and, slowly and methodically, make my way towards my captain and friend, Liv, pulling my weightless body through space inch by inch.

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They create worlds: Hellblade – Senua’s Sacrifice

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

In the past, They Create Worlds has mostly featured games that create striking worlds for us to traverse and explore, worlds for the players to inhabit. Hellblade: Senua’s Sacrifice does this too, but it is more concerned with interior worlds, and it brings them to life with an intensity that I’ve not yet seen in games.

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They create worlds: INSIDE

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Dystopias are a dime a dozen these days; dystopias starring children doubly so. INSIDE isn’t the video game version of the latest YA trilogy, though, and its dystopia is decidedly more grim and hopeless even than Katniss’ gladiatorial arena. The game’s world is deadly yet impersonal, its dilapidated rural and industrial backgrounds depict a world that is in its last throes. Yet, strangely, it is also one of the most beautiful video games worlds I’ve ever seen.

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They create worlds: Grow Home

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

The little robot’s steps are clumsy, awkward, as if both the use of his legs and the concept of gravity were new to him. B.U.D. is miles away from the usual video game robots – they’re often metallic warriors and/or cannon fodder – and closer to the likes of WALL-E, if Pixar’s garbage collector was a toddler. And like his precursor, B.U.D. is given a momentous ecological task: he must grow the so-called Star Plant on a faraway planet, and in doing so he has to scale the plant to a height of 2 kilometres – which would be difficult enough for the likes of Mission Impossible’s Ethan Hunt, let alone someone who is barely able to walk in a straight line.

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They create worlds: Disasterpeace

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Usually when people talk about the worlds games create, they’re talking about graphics first and foremost. I’ve been playing since the early ’80s, and perhaps the most readily apparent way to see how the medium has progressed since then is to look at screenshots: it’s pretty much like first looking at cave paintings and then a Caravaggio – although admittedly a Caravaggio that’s like to have been done by a teenage Caravaggio who’s been glutting on Michael Bay movies or the Lord of the Rings trilogy.

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They create worlds: Assassin’s Creed

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

I’ve walked the Holy Land at the time of the Third Crusade. I’ve explored Renaissance Florence, Venice and Rome. I have crossed the cupola of the Blue Mosque. Five minutes ago I was scaling Notre Dame de Paris.

Allegedly I’m an assassin, member of an ancient order whose creed is “Nothing is true, everything is permitted.” This is what I really am, though: a tourist. And I’m loving it.

Ah, Venice. (Avoid the dwarfs in red raincoats.)

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