Tag: cyberpunk

PITB Reviews: ‘The Peripheral’ Is A Refreshingly Original Science Fiction Thriller

Amazon’s newest big-budget prestige drama, The Peripheral, imagines a near future when technology has become even more deeply embedded in every day life.

Flynne Fisher (Chloe Grace Moretz) is a young woman who lives in North Carolina’s rural Blue Ridge Mountains, works in a 3D print shop by day and plays virtual reality games by night.

The story is set a decade from now in 2032, and while Flynne’s brother, Burton (Jack Reynor), plays startlingly realistic VR games for fun, Flynne plays them for money. Although Burton is a former United States Marine Corps infantryman and war veteran, his sister is the superior player when it comes to video games, and she’s so good that well-heeled players across the world pay her to carry them through high-difficulty levels.

If that seems fanciful, consider that it already happens in real life: some people fork over big bucks to highly skilled players who can help them win in multiplayer video games like Fortnite, or run them through the most challenging missions in online role playing games to get coveted in-game gear.

Flynne’s side hustle allows her to afford expensive medication for her sickly mother. Apparently in 2032, Democrats and Republicans are still squabbling over how to pass meaningful prescription drug reforms while remaining in the good graces of the corporate behemoths who finance their campaigns. Some things never change.

When a Colombian company called Milagros Coldiron offers Flynne a hefty chunk of change to beta test their newest game — and the incredibly immersive new headset it comes with — Flynne thinks she’s just taking a lucrative but routine job, one that will help pay for her mom’s meds for at least a few weeks.

What she doesn’t know is that her life is going to change drastically the moment she steps into the newest form of virtual reality, revealing things about her world and herself that she never imagined.

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Jack Reynor as Burton Fisher and Charlotte Riley as Aelita West in The Peripheral.

There’s so much more to the story, and in fact we’ve barely scratched the surface, but The Peripheral is the kind of show best appreciated by knowing as little as possible going in.

The ambitious new series is based on a 2014 novel by technoprophet William Gibson of Neuromancer fame. Gibson envisioned the concept of cyberspace in 1981, more than a decade before the first mass market commercial dial-up services were available.

At the time, the idea of exploring almost photorealistic worlds in virtual reality was a radical new idea, and it took more than 35 years for technology to catch up by making it feasible. (We’re still not quite there yet. VR tech has improved by leaps and bounds, and we’re beginning to see the first deeply immersive VR games, but Mark Zuckerberg’s much-hyped version of the metaverse, for example, has fallen flat and been pilloried by press and players alike.)

By choosing to adapt Gibson’s work, Amazon has dipped into the largely untouched world of literary science fiction.

While the science fiction of movies and TV has been treading the same worn ground and returning to the same tired concepts for decades, SF novels are a rich source of astonishingly inventive big ideas, from the existential stories of Liu Cixin (The Three Body Problem) to the galaxy-spanning space opera of the late, great Iain M. Banks, to the gothic horror-tinged, wildly imaginative universe of Revelation Space by Welsh astrophysicist Alastair Reynolds.

Indeed, Netflix is developing a series based on The Three Body Problem, with Game of Thrones showrunners David Benioff and D.B. Weiss taking the helm. Amazon has acquired the rights to Banks’ first Culture novel, and Netflix’s highly-praised anthology series Love, Death + Robots adapted two of Reynolds’ short stories as episodes.

Finally we’ve moved beyond the Alien clones, Star Wars sequels, prequels, spinoffs and crossovers, as well as the unfulfilling JJ Abrams mystery box offerings that have made up the bulk of live action science fiction on the big and small screens.

There are no candy-colored light swords in The Peripheral, nor are there spandex-clad superheroes or franchise installments designed with merchandise sales in mind. Instead, we get a story for adults, one that gives the audience a lot to think about while also holding a mirror up to our own world, as the best science fiction always does.

After all, technology changes but people don’t. Human nature is a constant. What we do with our shiny new toys says a lot about us as a species and civilization.

Although The Peripheral begins with the comparatively low-stakes world of virtual reality, its scope rapidly expands until, by the end of the first episode, it becomes clear the show is asking its audience to grapple with existential questions about humanity and our future.

The Peripheral demands its audience’s full attention as it introduces concepts like the parallel universes of M-theory, nanotechnology and the idea that even if matter can’t be shifted between time and space, information in the form of photons can.

Gibson uses these heady concepts in his narrative sandbox, forcing his characters to consider wild concepts like the possibility that there may be infinite versions of themselves existing in infinite branching realities.

How would you react knowing there’s a version of yourself who chose to study classical literature and move to Athens, or a version who became a software programmer, authored a lucrative app and lives in a Manhattan penthouse? Can you imagine having a different wife or husband, or a different child? (Are there realities in which I am not the loyal and loving servant of Buddy? In that case, who is feeding him snacks, and are they doing it promptly?)

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T’Nia Miller radiates malice as Cherise Nuland.

Of course, none of this stuff would matter without interesting characters and a compelling narrative. Moretz and Reynor have the chemistry of a real brother and sister in the way they regularly bicker but ultimately love each other. Eli Goree’s Connor is a man of wonderful paradoxes, and T’Nia Miller steals every scene she’s in as the delightfully malicious Cherise Nuland, an antagonist who loves making her enemies squirm while dispensing witticisms in cut glass RP.

For longtime SF fans, there’s another compelling reason to give the series a shot: Canadian writer-director Vincenzo Natali, best known for his mind-bending 1997 indie film Cube, is an executive producer and directs four of the season’s episodes. Natali is a pro at incorporating heady ideas in ways that enhance his narratives instead of weighing them down.

The first season just concluded, and you can stream all eight episodes on Amazon Prime. Bud and I are already looking forward to The Peripheral’s return.

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Cube writer-director Vincenzo Natali is behind the lens for half of The Peripheral’s episodes.

You Can Now Play Stray As Your Own Cat And As Garfield Thanks To Mods

More news in the world of Stray, the play-as-a-cat video game that’s taken the world by storm with rave reviews, plenty of memes and hilarious videos of real cats reacting to their humans playing the game.

Thanks to players who create custom game mods, short for modifications, Stray players can now replace the game’s ginger tabby protagonist with cats of their choosing. Currently there are mods that make the title cat a Siamese, a black cat with yellow eyes, a white cat with heterochromia (different color eyes), a tuxedo and a Calico, among others.

The most popular mod, dubbed Pick of the Litter, features many different coat colors and patterns that users can select and switch between.

There are currently at least two gray tabby mods, but neither of them match Buddy’s chubby incredibly muscular physique.

One modder is taking commissions from gamers and creating custom cat avatars based on photographs, so if a player’s cat has a unique color or pattern — or you just want something more accurate — they have that option. Perhaps we’ll inquire if it’s possible to add huge meowscles as well as edit coat patterns and colors.

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Gray tabby mod: Clearly not meowscular enough to be Buddy.

Other mods allow players to substitute a dog as the protagonist (come on, now…), add snazzy spectacles to the kitty, and tweak graphics settings for greater photorealism.

Finally, if you’re a fan of a certain lasagna-loving cartoon cat, you’re in luck: He’s now in the game thanks to the efforts of one dedicated fan, and he’s as lazy and heavy-lidded as he’s always been.

It should be noted that mods are unique to the PC, which is an open platform. If you’re playing the game on a Playstation 4 or 5, you’re out of luck.

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Garfield in Stray: Maybe you can feed him lasagna to restore his health?

Stray: A Lost, Lonely Cat Gets A Buddy

There’s been so much buzz about Stray, so many news stories, memes and people talking about it, that I’m probably not alone in feeling like I’m watching a TV series an episode at a time while most people binged it in a day or two.

But that’s not how I play, and it’s not how most game developers want players to experience their stories. Modern games, especially games like Stray with their bespoke environments and unique encounters, are built to immerse players in their worlds. The entire point of video games is the interactivity, the choices and agency of the players. They’re designed so when you choose to wander off the beaten path or take a few moments to linger over something visually impressive, the experience is rewarding.

Maybe you’ll find a rare item, a compelling vista, a secret passage or a funny sign. The point is, there’s incentive to look deeper. It gives games a feeling of possibility and the thrill of the undiscovered.

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Standing on a keyboard, just like the good old days!

These stories are not meant to be passive experiences, nor are they meant to be devoured. I won’t be speed running through this mysterious alternate future version of Hong Kong. The journey is the entire point.

Picking up where we left off, the Good Boy (that’s what I’m calling him, for now at least) must learn to navigate this new and potentially dangerous urban environment, and he must do so with a feline’s skill set.

There are no opposable thumbs here. If our hero needs to move an object, he’s got to carry it in his mouth like a mom cat does with her kittens. If he needs to move a barrel, he’s got to get inside and run like a hamster in a wheel to propel it forward. If he needs to stop a fan’s blades from spinning so he can get through a window, he’s got to drop or swipe something into the blades to jam them up.

Appropriately, one of the main mechanisms for making new routes is knocking things over. Knock over a piece of plywood and Good Boy has a bridge. Knock over a can or a box at just the right angle to flip a switch and so on.

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Protagonist cat can navigate the city in different ways and at different heights. Moving above street level means he’s less vulnerable and gives him a nice ambush angle should he encounter anyone who needs a good startling.

Good Boy meanders through a seemingly abandoned Kowloon City, padding through quiet streets and taking shortcuts through empty flats. There’s power, the city is illuminated by incandescent lights, neon and the glow of TV sets indoors, so someone must be around.

Our feline hero soon learns new tenants have moved in, and they’re not friendly. I’m not sure what they’re called, and the game doesn’t name them, but Kowloon is now home to swarming, artificial tribble-like creatures that attack Good Boy on sight and can take him down if he doesn’t run and shake off any enemies who manage to latch onto him. (Side note: I do not like dying in this game. What did Good Boy ever do to deserve being attacked?)

The first encounter with these enemies turns into a twisting chase through dimly-lit alleys, crumbling staircases and tight streets. Good Boy manages to evade the evil robot tribbles and finds sanctuary in a secure flat.

Once he attends to his needs, which include some carpet scratching and rehydrating, he’s contacted by a machine who uses TVs, computer monitors and other electronics in the apartment to communicate with the tabby.

The machine directs the cat through a few simple tasks necessary to free him, then meets Good Boy in the flesh.

The bot, a palm-size drone named B-12, is damaged and his memory is corrupted. He’s as lost and confused as Good Boy is, and he proposes a partnership. Good Boy, who sees the value in a drone who can open locks, translate signs and communicate with others, agrees. B-12 outfits his new feline friend with a harness that allows him to dock on the kitty’s back, then he saddles up and the new teammates venture forth.

For the first time, the protagonist is able to glean real information about his environment and has a sense of direction. He also gets to travel by makeshift ziplines, hopping into buckets hanging from the city’s ubiquitous wires.

Next episode: Our duo fights back! Same cat time, same cat channel.

Stray: Early Impressions, Plus Real World Cats Benefit From The Game’s Launch!

Stray is the real deal. The game is beautifully atmospheric and slipping into its world feels effortless.

The adventure begins amid beautiful urban decay, with the titular feline and his family of three other moggies waking from a nap on the ledge of a concrete reservoir in the process of being reclaimed by Mother Nature. Tangles of branches and leaves push through the crumbling man-made structure everywhere, creating canopies, waterfalls and pools, and our hero and his buddies navigate their idyllic home in perfectly cat-like manner, leaping up, dropping down and pausing to lap water from reservoirs of running water.

The game gets you started with a few classics from the feline repertoire. You can walk, run, leap, hop up and, perhaps most importantly, meow by pressing the Alt key. A general interactive key allows you to sidle up to your feline friends for some head bunting and allogrooming, and the furry family members purr at each other in appreciation.

But things don’t remain idyllic, of course, because this is an adventure.

Our cat, an adorable ginger tabby, is separated from his tribe when he follows them across a chasm via a rusty pipe and the metal gives way.

It’s an enormous credit to the animators that they’re able to convincingly convey the panic and fear on kitty’s face as he tries to stop his fall, clawing at the edge futilely until he takes a nasty tumble onto hard concrete a few hundred feet below. Conveying authentic emotion on the faces of human characters is challenging, but doing it with a non-anthropomorphized animal is another thing entirely.

When you land, you can hear the distressed cries of your fur friends far above but can no longer see them, and your cat is injured: He limps along on three legs through a dimly lit sewer before passing out from his injuries.

An indeterminate time later he awakes, sniffs out a cat-size path of egress from the sewer and finds himself in the neon-tinted Walled City of Kowloon in an alternate future. (The real Kowloon Walled City, infamous for its urban density and its status as a hub for Hong Kong’s triad gangs, was demolished in 1994. It’s now a park.)

There’s so much that could go wrong with a game like this. It features a radical shift in perspective, putting players closer to the ground than they’re accustomed to and in the paws of an animal who isn’t particularly well-represented among game protagonists. Animating a feline is an enormous challenge, and cats have their own version of the uncanny valley: The slightest mistake in the rhythm of a moggie’s gait, for example, can throw the whole thing off, rendering the character unnatural. (See the wacky gallops of Assassin’s Creed’s horses, for example, or pretty much any third-person game in which a human character can run. More than two decades into making modern third-person games, developers still have trouble animating human running sequences that don’t look broken or comical.)

The care that went into animating kitty is evident, as is the work that went into controlling him feel effortless and instinctive. There’s no adjustment period here. From the first moment moving like a cat feels like second nature.

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We’ll have more on the gameplay and story as we spend more time in Stray’s world. So far, the game gets an enthusiastic thumbs up from Buddy the Cat and me, his humble human servant.

In the meantime, as Stray sets sales records for an indie game and continues to generate incredible buzz on social media, publisher Annapurna Interactive is using the opportunity to help real life kitties, including a game code giveaway with the Nebraska Humane Society that netted more than $7,000 in donations.

Stray is blowing up online as well, with users publishing more than half a million tweets about the game within a day of its release, per CBS Marketwatch.

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Stray: The Buddies Are Locked And Loaded

I bought my copy of Stray and I’m all ready for when it goes live at noon on Wednesday. I expect Buddy will find his place on my shoulder, drawn by the meows of the game’s protagonist, and perhaps even “attack” enemies on screen like he’s done in the past.

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In the meantime, Stray has become Steam’s most-wishlisted game. Steam is by far the most popular digital platform for PC players, so reaching the top is quite an achievement for an indie studio. Stray is also an exclusive launch on Playstation, so XBox players will miss out on this one for the time being. (Sorry, dudes.)

Early reviews are in, with a developing consensus that Stray provides a refreshing change in perspective for the adventure game format. Some are even calling it one of the best games of the year, which is great news: The history of gaming is full of titles that looked amazing in previews and generated incredible hype only to fall flat when players finally got to experience them.

Of course we’ll have our own review here on PITB, and we’ve been looking forward to this game for years now, so I don’t want to go in with too many preconceived notions.

I can’t wait to jump into the paws of the game’s furry protagonist and experience the eerie future Hong Kong for myself.

If you can’t get enough Stray in the meantime, the developers have written a blog post introducing the world to Murtaugh, the real-life inspiration for the game’s feline protagonist. Murtaugh was rescued from under a car near Montpellier, France, he’s one of two cats who count studio founders Viv and Koola as their human servants, and he’s known as “The Boss” to the development team.

“Even though the character in the game is not a direct reproduction of Murtaugh, he was definitely a huge inspiration for its appearance and was a great support during the whole development,” Stray producer Swann Martin-Raget wrote.

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Main character animator Miko also looked to Oscar, a Sphynx, when trying to capture the grace of feline movements. Oscar’s lack of fur allowed Miko to see his underlying musculature work as he went about the daily business of being a cat.

“Oscar is a Sphynx who comes to work with us at the studio almost everyday and was super helpful when Miko needed to have actual video reference of some jumps and runs,” Martin-Raget wrote. “Animating a quadruped is already quite challenging but the subtleties of a cat’s movements are incredibly precise and hard to convey properly.”

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And finally there’s Jun, whose official title is executive chief general president commander director officer at the studio. Jun was responsible for supervising the humans working on the game, and of course, napping:

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