There are shades of 2015's controversy-courting Hatred to the carnage, but this is an altogether smarter game.
A powerfully grim, fleet-footed cyberpunk action odyssey
that is caught in the spell of its own nihilism.
Ruiner
hates you. I don't mean that just in the sense that Ruiner is
punishing, though it's certainly that - the game's "Normal" difficulty
setting makes the average Call of Duty final stand look like a
pillowfight in a nursery. I mean that Ruiner's entire universe is
radioactive with spite. It's there in the lighting and palette of
Rengkok South, the game's late 21st century urban hub - a quagmire of
oozing red mist, tar black, toxic orange and the occasional, lonely note
of blue or pink, the final moments of Alien's Nostromo blurring into
the hellish racecourse of Neo Tokyo's "Running Man". It's there in your
character, a pipe-wielding cyborg parody of dysfunctional machismo who
communicates using a pixel-display helmet - favourite phrases include
"hello darkness", "nowhere to hide" and the ever-poetic "kill you". And
it's there, above all, in the shape of "Her" - the nameless geek girl in
phat headcans and a Kaneda-brand capsule jacket, who frees you from
another hacker's control during the prologue.
At first glance you might take her for another of gaming's dutiful
sidechicks, tossing in context and combat tips as you go about rescuing
your mysterious brother from a typically malevolent far-future
corporation. In practice, you are very much her pet. "Kill them, puppy,"
she whispers, her portrait briefly intruding across the view as cyborg
assassins and crusty gangbangers tumble from dropships and elevators.
"Kill them. Your brother needs you." Far from the usual cheerleader with
an internet connection, this is the predatory female stereotype that
self-described Nice Guys and MRA meme junkies lose sleep over, the
Girlfriend who makes a gelded plaything of men. Death offers no solace,
for your vaguely demonic ally operates both inside and outside the
game's fiction, doubling as its combo announcer and restart mechanism.
"Get up, puppy," she snaps, as you're eviscerated by high-frequency
blades and railgun fire. "That was painful to watch." I must have heard
that line a hundred times during my seven hours with the game. "Get up,
puppy. What's done is done."
Ruiner is, in short, a moderately entertaining action game and an
utterly hopeless portrait of entrenched misanthropy - an experience that
embraces all of cyberpunk's cruelty, technological excess and squalor
but none of its hard-earned wistfulness or serenity, its capacity to see
transcendence in alleyway trash or the fizzle of a holographic adboard.
In portraying a world ruled by the manufacturers of VR games and
cranial implants, the game represents itself, naturally enough, as your
enemy, declaring "you are being played" as the front-end loads. As with
much of cyberpunk, this is a dystopia to which gender is integral, in
which men are wired-up bludgeoning implements and women are either
seductive commodities or tyrannous cybernetic abominations (or both). If
that sounds like I'm reading too much into things, just wait till you
run into "Mother Engine", a pincered robot nightmare who screams "give
it to me, baby" before voiding liquid fire all over your rapidly eroding
forceshield. Back in Rengkok South, meanwhile, you'll meet the "Sisters
of Disorder", a prostitute sect who accept payment only in the form of
death - expire 50 times during the adventure and you can trade all that
in for certain, strangely intangible rewards. Every dog has his day.
The combat itself is like thrusting your hand repeatedly into a bee
hive. Ruiner's campaign takes you through the guts of an immense
underworld factory complex, each chapter a garishly-lit A-to-B jaunt
enlivened by a deranged, fuzz-heavy electronica score that includes work
from Millennium Actress composer Susumu Hirasawa. At intervals
forcefields spring up across entrances and exits and you're locked into a
combat arena. The basic weapons are your inexhaustible
three-round-burst Ruiner pistol, a no-nonsense length of pipe (later
replaced by a sword) and a superhuman dash move. You can hold the dash
button to slow time and place up to three destination markers in
succession - a trick that allows you to, for instance, zip around the
shelter of a shipping crate, land a blow on a juggernaut and retreat to
safety before your enemy can counter. Given that enemies usually
approach from all angles, that the on-screen projectile count often
strays into double digits, and that scooping up dropped weapons such as
flamethrowers can be the difference between life or death, the dash
quickly becomes the most important tool in your arsenal.
There are also unlockable special abilities that consume energy
(which replenishes a little between clashes), ranging from stun and frag
grenades to deployable or portable energy barriers, a hack attack that
turns a foe into an ally and a chargeable swing that slows down anything
caught in the backwash. One of Ruiner's smarter touches is that you can
respec your character completely without penalty to suit the situation -
taking all the skill points you've spent on a passive trait that raises
the ammo capacity of dropped weapons, for instance, and plugging them
into an ability that renders you briefly invulnerable on the point of
death. Mother only wants what's best for you, dear.
Add in a diverse if hardly esoteric set of firearms - beam cannons
that freeze or incinerate people, sonar weapons that inflict huge
knockback, electricity guns whose bolts spread to other targets - and
you've got a brawler cum bullet-hell shooter that is as flexible as it
is compressed. When you can see what's going on, at least. Ruiner
suffers a little for the business of its encounters; during the first
couple of hours, I was often too busy tracking my character's position
amid blast clouds, blood spray, reflected bullets and the lethal flash
of teleporting ninjas to attend to my health bar in top left.
That degree of overwhelm is, of course, consistent with the game's
air of vindictiveness. I'm reminded a little of gamejam hit Pony Island,
which sees you battling against the misbehaving interface of a Satanic
arcade machine. Less forgiveable is the way the campaign tails off,
introducing new props and tougher foes in line with your evolving
abilities, but never quite elaborating its various, torrid devices into
something on par with a Devil May Cry duel. The better lategame ideas
include emitters that drain your energy till destroyed, a nasty
additional pressure when you're fending off a mech that's given to
jumping ground-pounds, and a chamber full of deadly energy barriers that
challenges you to hold the centre against waves of skirmishers. But the
boss battles fall flat, as gruelling as they can be - the odd simple
terrain puzzle aside, I polished off most of them by running rings
around my target with the trigger held down, and many of the climatic
encounters are just variations on a theme. There are a few sidequests to uncover in Rengkok South -
hacking robot cats, speaking to hags, visiting the brothel. You might
want to listen in on conversations, too.
Ruiner is a profoundly ugly game. That isn't necessarily a mark
against it, in itself - Ruiner actively sets out to be ugly, after all,
and the result is one of cyberpunk's more memorable dystopias. The
problem is that its ugliness doesn't really go anywhere save down, ever
deeper into its own iniquity. The governing themes - coercion,
dehumanisation, a truly sickly interpretation of the war between sexes -
are evident from square one, and the plot's revelations are both
predictable and bluntly telegraphed. Still, it's easy to lose yourself
in the seethe and blur of each gladiatorial exchange, as limbs are rent
from limbs and laser bolts sink hot wires into the darkness behind your
eyelids. And if you ever do feel too numb to continue, that babydoll
hacker is always there to give you a nudge. Get up, puppy. I'll tell you
when you can stop.
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