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The Fall Part 2: Unbound | Xbox One | Review

14/2/2018

 
The Fall Part 2: Unbound - Pass the Controller

Artificial Intelligence is undoubtedly a hot topic these days. Everything from the cheerful Alexa and Google Assistant to the constant, nameless analysis of personal data across the internet aim to make people’s lives easier. As a game which explores these themes head on, The Fall Part 2: Unbound is perhaps more relevant now than ever. This sequel delves deeper into the rules and logic which make constructed intelligence work, and how the smallest actions can push the boundaries of what programming can do.
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by James Michael Parry

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​@james_parry

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Developer: Over The Moon
Publisher: Over The Moon
Platforms: Xbox One, PS4, Switch, PC
Players: 1

Let’s take a step back, though: what is The Fall? Released in 2014 on PC before jumping to consoles by 2015, Over the Moon’s puzzler with combat elements had a good reception, and all the strengths of the original take a strong step forward in this sequel, or, more accurately, the second of three planned parts.

You play as an AI called ARID (Autonomous Robotic Interface Device, if you’re wondering) in an involved story which examines what it means to be an AI and how the character defines itself through its interactions with its surroundings.

In terms of gameplay, the mix of puzzle and action is maintained from the game’s predecessor, with the option to tone down the combat if you’d rather focus on the story. For our money, this is arguably the better experience, as switching to this mode doesn’t tone down the complexity of the puzzles you’ll face, it just makes the combat a little easier to digest.

Some of the game takes place in the digital realm, as ARID travels between different nodes and areas within the system to discover more about her situation, other sections see you inhabit more traditional robots and mechanised combat suits to explore the real world and research the Domesticon Corporation, the classically faceless company from whence you came.

The sections where you inhabit robots, such as a simple robot butler in a stately home, going about his routine, are the most enriching. Not only are you greeted with well-constructed dialogue between the benevolent (but nonetheless invading) ARID and her robot host, but on-screen contextual prompts read in the tone of the character you’re inhabiting, meaning you sometimes need to shake their intelligence to find out more.
The Fall Part 2: Unbound - Pass the Controller
Sections within the digital landscape, while visually distinct and just as beautifully constructed as the rest of the game, consist of fairly basic platforming and exploration, paired with a handful of encounters with troublesome, formless black entities attempting to protect the system.

One of the biggest potential pitfalls in the game is that the very nature of the puzzles may go over many people’s heads and demand more patience than the fraught nature of modern life traditionally allows. For example, in order to convince the robot butler to investigate a certain area of the house you need to gradually create the environment necessary for the butler to come to the conclusion that taking a look is a logical plan, and something which falls within its given parameters.

We spent a while walking around trying to make sense of what to do with a certain item before finally finding the (or, possibly a) solution. Perhaps to others it may be more obvious, but it definitely requires a certain way of thinking. The game does very little hand-holding either, which is admirable in pushing the player to find the solution, but at times it might be nice to have a tiny clue to save going around in circles.
The player is rewarded for examining ​each nook and cranny carefully - in fact, often, puzzle-solving elements require it.
The story is the real star of the show, and something which the game clearly prides itself on. It’s unusual to see as deep a characterisation in an AI, certainly it’s the first instance since the Mass Effect series to really delve into the motivations of an artificial being, and to an extent humanise them with the unfettered determination with which they insist on surviving.

More than that, the game manages to tell a lot of its story very visually, not least through some stunning visual presentation of its world, rather than relying on tons of exposition. The player is rewarded for taking the time to examine each nook and cranny carefully - in fact, often, the puzzle-solving elements require it.
All too often when a game has something to say it can hit you over the head with it, but Over The Moon have done an outstanding job balancing the parallels to our world while examining the contradictory nature of imperfect beings striving for perfection through technology.

This cerebral experience is not a popcorn, throwaway title. To crack its tough, mind-bending exterior you’ll need to adopt a certain way of thinking, but once you do, there’s nothing more satisfying than feasting on its gooey centre.

Pros

  • Some of the most intriguing passive storytelling since BioShock
  • Visuals ooze style and create levels perfect for its world
  • Finding the answer is extremely satisfying

Cons
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  • Often you’ll find yourself wandering about not sure where to go
  • Combat sections add variety, but could almost be done without
  • 'Part 2' sounds a bit intimidating for newcomers (consider picking up the bundle with Part 1 for £14 at time of writing)

9/10​
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