You steer your pod by pointing and clicking, your character using WASD.
The interface is rather busy, but pausing the game throws up a little
window revealing every special keyboard command possible in the context.
In his review of Gunpoint, the first game from former journo Tom
Francis, Dan Whitehead described the protagonist as a "flea in a
trenchcoat" - springing through windows to administer dainty mouse-click
beatdowns. To continue the theme, Heat Signature reminds me of those
horrible wasps that breed by paralysing tarantulas, laying an egg on
them and leaving their larvae to burrow into the poor creature, gobbling
it up from the inside out. In this case, the tarantula is one of an
endless series of procedurally generated starships, made up of cunningly
stitched-together sentry gun chambers, hallways, keycard doors, fuel
cell rooms and treasure boxes. The wasp is an unarmed but perilously
agile single-seater pod, able to swoop across a twinkling 2D starfield
and snap itself cleanly over an airlock in a matter of seconds.
And
the larva? That would be your character, a scruffy vigilante out to
stop an interstellar war by killing or abducting each faction's
captains, stealing technology, hijacking vessels, saving captives and,
once you've done enough of the foregoing, flipping space stations (which
serve as mission select hubs and shops) to your cause. Your tools in
this noble endeavour range from some beautifully bizarre teleport
doodads and time control devices to that essential instrument of
peace-keeping, the wrench. The sum of these parts is a wonderfully
versatile, chaotic, lo-fi mixture of house-breaking sim and space
roguelike, muddled a little by some uneven performance. If insect
metaphors make your skin crawl, think of this as a bunch of Hotline
Miami maps flying around a galaxy and you're halfway there.
Heat Signature is a game's worth of hectic anecdotes - precisely the
kind of emergent storytelling bonanza you'd expect from a developer who
once penned book-length accounts of feats of silliness and calculation
in 4X strategy games like Galactic Civilisations II. As per fine
Spelunking tradition, the best stories are often those in which you do
something idiotic and must wrestle with the fallout. Here's a favourite:
I've shot, stealthed and bludgeoned my way to the helm of a Sovereign
battlecruiser, knocking the pilot the length of a corridor with my
energy hammer, then downing my bounty with a concussion rifle when he
moves to investigate. Having purged the ship of guards, all I have to do
now is return with the body to my pod. Instead, I decide to be clever.
I
slip behind the wheel of the enormous craft, pivoting magnificently to
unleash a barrage of rockets at a passing ship. The other captain
returns fire with rather more accuracy, slicing the nose off my
conquered cruiser and plunging myself and my bounty into vacuum. As the
oxygen flees our bodies, I take remote control of my pod, detach it
hastily from the cruiser's airlock and fly it around to scoop us up with
around 0.3 seconds of lung capacity to spare. It's a tale for the ages,
matched only by that time I ran out of emergency fuel while flying a
half-wrecked pod back to base, and was obliged to eject and propel
myself the rest of the way using the recoil from my shotgun. Chew on
that, Matt Damon.
Or how about
those teleporters? Heat Signature does things with the concept of
teleportation the likes of Corvo Attano could only dream of. My
favourite model is the Visitor, which snatches you back to your origin
point after a couple of seconds. Once upon a time, I found myself
squaring off against a woman with a rifle in a hallway, wielding only a
knife. Fortunately, I still had one charge left in my Visitor, and used
it to warp two rooms across, narrowly avoiding an energy bolt. In the
fleeting window before the return trip kicked in I opened a nearby loot
crate and discovered, glory of glories, a grenade launcher. The guard,
meanwhile, had run down the corridor past my original position, and was
thus completely oblivious when I rematerialised, armed to the teeth,
like some kind of pop-up Rambo.
There's also the self-explanatory
Swapper, which you might use to bypass a door you don't have a key for,
or whisk an attacker straight into the path of his own bullet. This
latter feat is especially satisfying if you're surrounded by enraged
space samurai and the shooter happens to be wearing an explosive vest.
It's less useful if the subsequent blast overheats a nearby fuel cell,
ripping the hull open and plunging everybody into space. But don't
despair - providing you survive the experience, you can plug your pod
right into the gap rather than circling back to the airlock. Think of it
less as a disastrous reversal, more a bonus shortcut.
Choice upon consequence upon choice upon consequence - Heat Signature
is good at indulging the urge to overreach yourself, wring the
spectacular from even the most humdrum scenario. But as with Spelunky
and co, the game's sheer volatility would be nothing without its stable
fixtures, its bendable but predictable checks and balances. The most
straightforward is each airlock's location - always on more-or-less the
opposite side of the ship to whatever it is you're after - and (usually)
the need to avoid triggering the alarm, which will cause the enemy
pilot to set course for the nearest allied space station. Allow the ship
to reach that station - the exact travel time varies from around 20
seconds to over two minutes - and you'll be captured, forcing you to
start over with a new character. You can, however, put a stop to this by
slaughtering the pilot, which creates a quandary whenever the alarm is
raised: do you beat a retreat to your pod, abandoning the mission, or
mount a desperate assault on the bridge?
Your best friend either
way is the space bar, which pauses time so you can change the items
mapped to your mouse buttons, scroll around the layout and fine-tune an
action plan in the event of, say, a bunch of dudes in body armour
teleporting to your position while you're hacking a sentry gun. The game
also slows time when you enter an unaware enemy's vision range,
granting you a few, precious seconds to break line-of-sight before an
alert is triggered.
In general, Heat Signature is happy to let
you "cheat" for the sake of a more entertaining outcome - you can
teleport any dropped item on the ship to your inventory in a pinch, for
example, and there's no fog of war to hem you in. It has a very relaxed
attitude to failure, too - a single hit is enough to K.O. your
character, but guards always resort to tossing you out the airlock
rather than polishing you off, allowing you to rescue yourself and
replenish your gear at a friendly station before trying again. You can't
shrug off damage indefinitely, because every injury you take equals a
shorter countdown to expiration when thrown into space, but there's
scope for two or three raids on each ship before the risk of character
loss becomes significant. Characters are, in any case, easy to come by,
recruited from the gaggle of Raymond Chandler-esque roughnecks - each
with a random combination of items - slumped against each station's bar.
Beyond
the basics, each mission adds its own peculiar mix of enemy loadouts,
security systems and overarching variables. In one mission, you might
pitch up against soldiers equipped with heat sensors and personal
shields that activate when the alarm sounds. In another, you might have
to worry about rescuing a captive while a second ship batters the first,
blowing away compartments one by one. Certain clients will pay you more
if you carry out the mission without being seen, or without harming
anybody, or without leaving any crew members alive.
It's a ripe
old stew of constraints and possibilities that grows all the riper as
you conquer base after base, adding new makes of pod, new weapons and
new gadgets to each station's marketplace. If you do begin to tire of
grinding those bases, there are extra-hazardous Personal Missions for
each character (pleasingly, these include rescuing previous characters
from captivity), and Defector missions - custom-crafted puzzle scenarios
that hand you a particular combination of items. You might, for
example, have to nab somebody from a ship with multiple keycard doors
using nothing but a Swapper and a Glitch Trap, which teleports its
victim a few dozen metres in any direction.
Heat Signature's only
serious sore spot is its engine, which, on the plus side, allows you to
zoom Sins-of-a-Solar-Empire-style from a majestic view of the cosmos to a
close-up of your doughty adventurer stabbing somebody in the kidneys,
but is also given to sporadic slowdown. This is especially apparent when
you pull the camera back while touring larger vessels, though it
perhaps owes something to my choice of PC, which has only the minimum
8GB RAM requirement. The art direction is also a touch sterile, a
balance of flourish and function that skews a little too hard toward the
latter. There are bright spots, though - each faction offers a distinct
and colourful style of ship interior, and your pod has the grabbable
dinkiness of a vintage toy car.
Heat Signature is, in theory,
another empire-building game like Far Cry or Assassin's Creed, in which
you prise away nodes of geographical control, amassing plunder if not XP
or character levels. It never feels like that, though. It cultivates an
air of supreme disposability instead, its ships thrown together only to
be picked apart as you'd pull the legs off a spider, its adventurers
little more than loadouts with funky labels and an optional bespoke
final mission. Inevitably, this framework rings a bit hollow after a few
hours of continuous play (you could spend upwards of 20, I think,
reeling in every last space station and beating every last Defector
quest) - these systems remain charming to the finish, but there's a
sense that Heat Signature is reliant on players being heartily sick of
games that invest such acts of open-ended vandalism with broader
significance. Forgive it that, however, and this is a piratical delight.
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