How Redfall and Starfield’s Style Ended Up at a Real-Life Fashion Gala

Summary

  • Bethesda Softworks partnered with fashion outlet ELLE to showcase two one-of-a-kind outfits inspired by Redfall and Starfield
  • Design students Ingrid Norberg and Linn Hermander created the designs, which were shown at the 2023 ELLE Gala in Sweden
  • We interviewed both designers about their designs and their thoughts on fashion in gaming

Gaming style has existed for decades – from Master Chief’s signature Mark IV helmet to the swashbuckling styles in Sea of Thieves.  Over time, more modern, open-ended forms of aesthetic expression have made their way into games, through the way of custom character creators or collectible skins. What we put on our virtual bodies is now just as important as what we drape over ourselves, if not more so.

Games can also inspire real-world outfits, and that has been deftly showcased at this year’s ELLE Gala, which took place in Stockholm. As part of the show in collaboration with Bethesda, two unique outfits inspired by upcoming titles were shown on the red carpet. Both outfits were created especially for this event, and are one of a kind designs not available anywhere else.

Left to right: BELL, wearing the Redfall look, next to designer Ingrid Norberg, Yaegar wearing the Starfield look, next to designer Linn Hermander. Photo: Suie Le

Designers Ingrid Norberg and Linn Hermander had the opportunity to create the looks, inspired by Redfall and Starfield respectively. Norberg penned an edgy but sleek outfit inspired by the post-apocalyptic world of Redfall, while Hermander opted for a stylish, retro space aesthetic akin to the interstellar vibes shown in Starfield.

We were lucky enough to be shown the original concept sketches for the two designs, and we were able to ask the designers about their inspirations, their work processes, and what they loved most about this fabulous collaboration between ELLE and Xbox.

Lady In Red(fall)

For the Redfall design, designer Ingrid Norberg took a less traditional approach, opting for a grungier style while keeping to the classic red carpet GALA look.

“I got hooked on the slightly hip-hop street style hit by an apocalypse,” Norberg says. “The colors are clear and at the same time soiled in their shades, which creates a lovely feeling of constant twilight.”

The original sketch by Norberg, next to artist BELL wearing the completed Redfall look

As shown, the outfit consists of a slouched hoodie in a deep purple, with military style belts crossed over the top. The bottom half is dark blue jeans that are worn and frayed, with fishnet tights peeking through the gaps. The ensemble is tied together by a khaki skirt, with a removable trail attached by an eye-catching zipper.

Norberg has sought to convey Redfall’s setting through the design and explains that it’s worn by a woman from a modern, functioning, contemporary background and has been thrust into a world where survival is the most important thing.

“I think that the look has evolved as the clothes have been broken, redesigned and given new features,” Norberg explains. “Functional elements such as zippers and buckles versus the purple hoodie and jeans become a crossover between the military and street wear.”

“But I couldn’t forget that I was doing something that would work at a Gala after all. There came the skirt that has a long, more draped side. That was my little gala nod.”

Using new fabrics would’ve been the most time-efficient way to create the outfit – and Norberg tells us that time was of the essence on this project. However, using brand new materials didn’t create the recycled, apocalyptic vibe that Norberg was looking for, so they had to get creative.

“I prefer to work with reused materials anyway I can for environmental reasons,” they add. “The only reasonable thing was simply to sit down in front of a good movie and slash up a bunch of old cargo pants and jeans from second hand.”

Norberg hopes that fashion in video games will grow as an extra creative medium for designers.

“It’s fun with fashion and people might get more ways to identify with the games and the different worlds that provide fantastic escapism,” they say. “The fact that Xbox and Bethesda are represented by these looks at the ELLE Gala in connection with the release feels like a smart and fun move that I hope is made more in the future!”

The Devil Wears NASA

For the Starfield gown, designer Linn Hermander explains that she was quickly inspired by the space fashion trend that blossomed in the 1960’s, which tied together elements of retro and futurism. Starfield’s design is described as “NASA punk,” mixing classic space looks with a choppy, swashbuckling feel.

The original sketch by Hermander, next to artist Yaegar wearing the completed Starfield look

“It was important to me that the look should not feel like a costume,” Hermander explains. “Even though cosplay is so incredibly cool, I wanted to emphasize that you can combine fashion and games. The two so easily become completely different worlds, but one does not have to exclude the other.

“I wanted to create something that felt cool and fashionable while clearly relating to Starfield.”

The outfit consists of two parts. The dress features a sleeveless top half with a high neckline, with two asymmetric cut outs on the left-hand side. The front of the dress is capped at the knee similar to a mini skirt, while the back and sides are longer. The color palette is a mix of rich blues and greys, inspired by “the view of space through the window of a well-loved spacecraft.”

It pairs with a matching coat, inspired by the space suit worn by Constellation members in Starfield.

I wanted to create something that felt protective, hence the jacket is padded and very large,” Hermander says. “It should envelop the wearer like a spacesuit protects an astronaut.”

The design process was not without its challenges according to Hermander; Starfield is a new universe that draws inspiration from many sources

“It is always a challenge to make your visions a reality.” Hermander tells us. “Starfield is a whole new world with so much inspiration to get and when you do something like this, you really want it to be just right. Everything from material choices to fit and accessories is thought over many times. But thanks to everyone involved, this collaboration has gone very smoothly!”

Hermander says that the exchange between the gaming and fashion industries during this project has been absolutely fantastic and adds that the chance to work with such large companies so early in your career is only dreamed of for many.

“My eyes have really been opened to how rewarding cross-industry collaborations are,” they say. “There are so many ways to express creativity and it is only right that we put our heads together.”

Redfall launches on Xbox Series X|S and PC on May 2. Starfield arrives exclusively on Xbox Series X|S and PC on September 6. Play both games day one with Xbox Game Pass and PC Game Pass. 

Related:
Coming to Xbox Game Pass: Redfall, The Last Case of Benedict Fox, BlazBlue: Cross Tag Battle, and More
Begin Your Shadow Over Morrowind Adventure with The Elder Scrolls Online: Scribes of Fate Dungeon DLC
Character-Full: Why Your Choice of Redfall Hero Will Make All the Difference

May Savings promotion comes to PlayStation Store

The May Savings promotion comes to PlayStation Store on April 26, bringing with it a vast selection of titles discounted for a limited time*.

You can get a preview of a selection of games that will feature in the promotion below. When the promotion goes live, head to PlayStation Store to see the full list and find out your regional discount.

*The May Savings promotion runs on PlayStation Store from April 26 at 00.00am local time until May 10 at 23.59pm local time.

Age Of Empire 2’s Return Of Rome expansion adds every civilisation from the first Age Of Empires

Real-time strategy game Age Of Empires 2: Definitive Edition is now exploring the series’ own history with the Return Of Rome expansion pack, bringing back The Roman Empire and every other ancient civilisation from the very first Age Of Empires game. It’s coming on May 16th, and it essentially lets you battle and conquer like it’s 1998 again.

Read more

Mario Movie Announces “Special Screenings In Japanese” (North America)

“Beginning Friday, April 28”.

If you’ve already been to see the Mario Movie a dozen times and are looking for a fresh way to enjoy this animated movie, read on… Illumination and Nintendo have announced there’ll be special screenings in Japanese from 28th April. These special US and Canada screenings line up with the film’s release date in Japan.

GoNintendo points out how these screenings will apparently be “Japanese without English subtitles” but it could also be on a case-by-case basis, depending on the cinema.

Read the full article on nintendolife.com

Alien: Isolation’s Terrifying Introduction to the Perfect Predator – Art of the Level

Few video games capture the essence of their inspiration quite like Alien: Isolation. Creative Assembly’s 2014 survival horror looks as if it were made by the set designers of Ridley Scott’s movie themselves, such is the incredible attention to detail. But it’s the groundbreaking use of the xenomorph that makes Alien: Isolation such a triumph; this perfect organism is an engine for fear.

The game’s fifth mission, The Quarantine, marks the first moment in which the xenomorph actively hunts you through Sevastopol Station. Armed with little more than the iconic motion tracker, you must evade and escape cinema’s most terrifying predator. This is where Creative Assembly truly brought the Alien fantasy to life. But recreating the terror experienced by Ellen Ripley in the original film took more than authentic visuals and sound effects.

To find out how The Quarantine was made we spoke to two of the game’s developers about how Creative Assembly brought together astonishing AI, clever looping level design, and cutting edge lighting to inject pure terror into your first encounter with the alien.

The core of Alien: Isolation is a cat and mouse chase between your protagonist, Amanda Ripley, and the xenomorph. Prior games in the franchise depicted the aliens as cannon fodder for gung-ho Colonial Marines, but Creative Assembly looked to Ridley Scott’s tense original film, not James Cameron’s action-packed sequel, for inspiration. Much like in the 1979 horror classic, there’s just a single xenomorph in Alien: Isolation and you’re powerless to stop it. The only thing you can do is try to survive.

To create a believable, relentless predator, Creative Assembly programmed its xenomorph with advanced artificial intelligence. This terrifying creature is able to explore environments of its own volition, hunting you down through sight and sound. It can even learn your survival tactics and adapt to outsmart you. It is, to quote Ash, “A perfect organism. Its structural perfection is matched only by its hostility.”

During Alien: Isolation’s opening missions the xenomorph is only glimpsed in scripted moments, but in The Quarantine it’s finally given full freedom to stalk you. “This was the first encounter where we took the brakes off, the first ‘real’ encounter if you like,” explains Jude Bond, lead artist on Alien: Isolation. “The creature was fully off the leash; Amanda had the motion tracker and a job to do, she was on safari with the Alien, set for a deadly game of hide and seek.”

“An insane amount of work went into shaping the creature from a visual perspective – everything from the development of its physiology, through to modelling, animation and VFX,” he says. “Evidently, we’d developed complex AI and behavioural systems, scripting, and level mark-up too. As such, it was the first opportunity in the game for us to fully showcase the enormous amount of work we’d put into the creature.”

In the events leading up to The Quarantine, you have discovered that a full-grown xenomorph is skulking through the vents and corridors of the vast Sevastopol Station. Following the injury of a colleague you’re sent to the San Cristobal Medical Facility in search of supplies. To access them, you first need to find a keycard belonging to the deceased Dr. Morely. But just minutes into your search the entire facility is put into lockdown as the xenomorph arrives on the scene.

Reverse engineering the original movie provided us with great foundations to build the Sevastopol on.

“The alarm sequence was a great opportunity to reference the Nostromo destruction sequence in the original movie,” Bond says. “The emergency lighting state in San Cristobal was great fun to produce – the asynchronous patterns of the rolling lightings and strobes, supported by the audio, created a really disarming sense of chaos, disorienting the player, and heightening the tension.”

It’s not just this alarm sequence that acts as a call back to the original film, though. The entire Sevastopol Station draws heavily on the retro-futuristic style of Alien, and its architecture is directly informed by the design of the Nostromo freighter ship. The Quarrantine’s medical facility was based on the movie set’s sick bay in which Kane was treated following his encounter with a facehugger.

“By the time we started to build this space, we’d thoroughly deconstructed the original movie, frame by frame,” recalls Bond. “We really got inside the heads of the original production designers and understood not just the design language, but how that was achieved in a practical sense, on a movie set.”

“Reverse engineering the original movie provided us with great foundations to build the Sevastopol on,” he adds. “We took the essence of the Nostromo, then used its DNA to inform a huge amount and variety of content.”

It wasn’t enough for the medical facility to be authentic to the original film, though. It had to be an arena perfectly calibrated for the player’s very first unscripted encounter with the xenomorph. This location would be a showcase for the alien’s capabilities, as well an introduction to the mechanics players could use to evade it. Everything that players had learned across the previous four missions would come together in this practical examination that would test their ability to survive against their worst nightmare.

Structural Perfection

“The shape and design [of the environment] is massively influenced by the fact that it’s for an alien encounter,” says Catherine Woolley, the level designer behind The Quarantine. “The level itself became a great testing ground while the AI for the xenomorph was being tweaked, as we needed to make sure it would work as we expected within environments created for it.”

“When designing a space for the alien to exist within, we wanted to try and ensure the player would not easily become trapped in a scenario they cannot escape, as not only could it feel unfair, like the level isn’t there to help them, but [this would] relieve the frustration of being cornered like a cat with a mouse,” she explains.

“If you pay close attention to the map for the Crisis Stabilisation Unit (which lives within the San Cristobal Medical Facility) you [will] notice a large number of loops from corridors creating loops, underground passages or vents to other corridors,” she notes. “These loops give you an option of finding a safer spot should you come head to head with your foe. Some loops are larger and pose a greater threat, some have dead ends, and some are very small to help with the trickier situations.”

Those looping routes were also designed to provide vital sightlines for both the player and the alien. The first segment of the facility, for example, loops around the Day Room, an area that features windows that allow vision not just into the room, but straight through it and across to the Sedation Ward. Doors at either end of the room also open up a sightline from the entrance corridor right across to the Staff Quarters. These intersecting sightlines, along with the beeps of your newly-acquired motion tracker, allow you to plot the alien’s location, which in turns helps you plan your movements towards the Staff Quarters, where you will hopefully be able to locate Dr. Morley’s keycard.

“I’d like to think [those key lines of sight] helped players, as the moment you spot the xeno walking the opposite way from the staff quarters is the second you can make your move,” says Woolley.

You’re not entirely reliant on your wits and observation skills, though. While you can’t do anything to harm the xenomorph, there are a number of tools located around the level that can be used to distract and relocate the beast hunting you.

“I knew in this scenario the player would only have the Pistol, Crowbar and Motion Tracker,” Woolley notes. “They also may have crafted a few distractive elements like an EMP, Flashbang, Noise Maker, Smoke Bomb or Pipe Bomb.”

“However, as you didn’t have anything that could make the alien retreat at this stage, I’d made sure there were other ways to distract the creature to ensure safe (or not so safe) movement through the level,” she explains. “You can do this with the rewire systems dotted around. These allow you to power the underfloor vents, a door, and then also set off some alarms and sprinkler systems. Provided you’re not near those alarms they can be a worthwhile distraction, sending our tall friend off to the Sedation Ward to see what’s going on.”

With the alien successfully evaded and the door to the Staff Quarters unlocked, you enter a new area where tighter corridor structures significantly diminish your vision cone. However, each room is still built to allow speedy recognition of threats and escape routes. The recreation room, for instance, allows you to take cover behind the circular sitting area and observe both entrances from relative safety. With the coast clear you can then duck into the sleeping area. Here you discover the patient rooms assigned to Dr. Morely, which helps narrow your search for his keycard.

That information leads you into a circular corridor with seven treatment rooms, each of which is a dead end with no easy escape should you be cornered. That’s why finding the list of three rooms on Dr. Morley’s round is so essential; you don’t want to investigate all seven of them when there’s the constant threat of the xenomorph trapping you inside. But even with that information, you still don’t know exactly where the keycard is. You’re still going to have to take some risks.

“One thing we were trying to do with Isolation was create what feels like an interactive real environment,” says Woolley. “Telling you exactly where you needed to go would remove tension, plus I felt it gave a nod to games where you used to have to note down where to go and everything wasn’t just given to you through objectives and direct waypoints. Signage is a key part of Alien: Isolation and we hoped people would utilise it! Just like you would [if you were] in a hospital!”

It was designed to feel like a hospital, rather than function as a hospital. Believable, not authentic.

With the keycard lifted from the mutilated corpse of Dr. Morely you’re able to complete the final loop of The Quarantine. The card unlocks a nearby door that leads directly back to the very start of the level, the Welcome Area, and from there you can head down to the lower hospital to continue your search for medical supplies in the next mission.

To encourage you to take this shortcut and not backtrack all the way through the level are the navigation signs that Woolley mentioned, which point to the Welcome Area. But while the signage and general aesthetic of the San Cristobal Medical Facility were meant to evoke the feeling of a real hospital, it was not envisioned as an authentic space. Instead, it is first and foremost a video game level designed to support the hide and seek gameplay generated by the xenomorph’s AI.

“I’d be lying if I said we were looking for the authenticity of a medical setting,” admits Bond. “It was designed to feel like a hospital, rather than function as a hospital. Believable, not authentic. That’s not to say we just threw in some hospital furniture and crossed our fingers. Far from it.”

“We took care to think about what the spaces were and how they would be used by the crew,” he explains. “This resulted in us creating a lived-in feel through informal, slightly chaotic propping, giving us a strong counterpoint to the mechanical formality of the architecture. There were lots of layers to the art we produced, but this trick alone created a nice tension, and we used it all over the game.”

“All the littered pieces among the hallways were to help, and at times hinder, the players,” adds Woolley. “From the gurney bed you’re near when the xenomorph makes its appearance, which allows you to take cover underneath it in the hopes people don’t back track to Morley’s office, to the various cabinets someone will hopefully use to hide from the alien.”

“Each piece of cover was instrumental in allowing players to progress forwards and towards their goal,” she says.

Deadly Atmosphere

The very act of having to evade Creative Assembly’s intelligent hunter is more than enough to generate a palpable sense of fear. But the continual sense of dread players experience in Alien: Isolation comes from far more than just the creature alone. The very architecture of Sevastopol Station is designed to generate a truly terrifying atmosphere.

“Low ceilings and narrow corridors certainly created a sense of oppression and confinement,” says Bond. “The space is in control, you’re not. A lot of our architecture modulated between constricted and relatively open spaces though. We did this to create an appealing rhythm, setting, and resetting the player’s perception of the space. Tension and respite, breath in, and breath out.”

This philosophy can clearly be seen in the contrast between the spacious corridors around the Day Room and the tight, claustrophobic ones that snake through the Crew Quarters. These locations are also lit in very specific ways to enhance the atmosphere provided by the area’s structure.

“The lighting in San Cristobal no doubt helped to build tension and a sense of fear, or dread,” Bond says. “Generally, we used shadow, or the absence of light, to create a feeling of veiled threat. On a basic human level, what you can’t see is scary and creates space for the imagination! We really tapped into that specific flavour of psychological horror, so prevalent in the 1979 movie.”

“We regulated the darkness, punctuating it with spots or pools of light,” he explains. “This punctuation obviously helps to describe the space and guide the player, but it also created the tension that we were striving for.”

“We used the light component of ‘pooled lighting and darkness’ to create a kind of a deceptive sanctuary for the player, luring them into a false sense of security,” he continues. “Where the light and shadow meet, we found a sweet spot for creating tension – at the edge of being able to discern distinct shape and form, with a degree of ambiguity around what you’re seeing.”

While tension, fear, and dread are all vital components of survival horror, these need to be off-set by occasional moments of relief and safety. In Alien: Isolation this is provided by a very limited amount of save points. There are just three in The Quarantine, and they split the mission into relatively even thirds. One is available at the very start of the level in the Welcome Area, a second can be found in the Day Room near the vent from which the alien first appears, and a third in the Staff Quarters close to where you eventually find Dr. Morley’s keycard.

“I tried to place them in locations where you could potentially have a breather, trying to find a secure feeling location and lines of sight to make sure you weren’t about to be eaten,” explains Woolley. “However, for those less aware of their surroundings, that might not be the case. I wasn’t so much trying to increase tension, but more create spaces that you can’t wait to get to!”

By allowing these moments of relief, the save points tie Alien: Isolation’s ideas together. The astonishing, adaptive intelligence of the xenomorph is obviously the key to the experience, but the entire thing would fail if the alien could reliably defeat you each and every time. This is a survival horror, and the player must make it through alive to not only complete the game, but to also live an experience that replicates that of Ellen Ripley in the original film. The save points, distraction tools, sightlines, and lighting in The Quarantine all combine to help the player survive this terrifying ordeal, and ultimately provide an unforgettable introduction to one of gaming’s most terrifying hunters.

For more insights on your favourite levels from the people who made them, take a look at our breakdowns of Cuphead’s stop motion King of Games section and Titanfall 2’s Into The Abyss.

Matt Purslow is IGN’s UK News and Features Editor.

Mario Movie Announces “Special Screenings In Japanese” (US)

“Beginning Friday, April 28”.

If you’ve already been to see the Mario Movie a dozen times and are looking for a fresh way to enjoy this animated movie, read on… Illumination and Nintendo have announced there’ll be special screenings in Japanese from 28th April. These special US screenings line up with the film’s release date in Japan.

GoNintendo points out how these screenings will apparently be “Japanese without English subtitles” but it could also be on a case-by-case basis, depending on the cinema.

Read the full article on nintendolife.com

Xenoblade Chronicles 3 Version 2.0.0 Is Now Available, Here Are The Full Patch Notes

The final wave of the Expansion Pass has arrived.

Nintendo surprised Xenoblade Chronicles 3 fans last week when it announced the “final DLC” for the Expansion Pass would be arriving this week on April 25th. In an update, it’s now officially gone live!

The original story scenario ‘Future Redeemed’ features a cast of “new and familiar characters” including Shulk, and will connect all three installments of the Xenoblade Chronicles series together. Players can also look forward to “new battle mechanics” like Unity Comb – allowing two characters to attack in unison.

Read the full article on nintendolife.com

Honkai: Star Rail review: a slick, anime-infused RPG bursting with potential

Honkai: Star Rail throws you into the body of an amnesiac protagonist with unknowable hidden powers who has been awakened from a deep slumber by someone called Kafka. This woman is something of a mystery and seems to have a flair for the dramatic as she kicks off the whole game by playing an invisible violin along to the classic Baroque epic Pachelbel’s Canon as massive, intergalactic monsters invade a spaceship.

It’s an incredibly cool opening, the kind of thing that John Wick would watch to get pumped up before, well, John Wick-ing all over the place. It’s pretty clear that Kafka isn’t a hero, but they’ve woken you up, and since you’ve got no memories, you must be one of the good guys. This setup feels familiar, but there are enough changes to make it feel new and get the blood thoroughly pumping.

Read more

Totally Spies Is Being Revived on Cartoon Network and Max

Totally Spies! is being revived and headed straight to Cartoon Network and Max in 2024. French media company Banijay Kids & Family made the announcement in a press release today, confirming that Warner Bros. Discovery acquired the rights to the seventh season of the French-Canadian animated series.

The show centers around a trio of teenage girls — brainiac Sam, fashionable Clover, and clumsy Alex — who balance their high school lives in Beverly Hills and their jobs as secret agents for the World Organization of Human Protection (WOOHP), using new gadgets in every episode to get them out of whatever situation warrants them during their missions.

It’s like the anime version of Charlie’s Angels, except the girls actually see their boss instead of talking to him through a speaker box.

While later seasons of the original series saw the girls go off to college, the company said that Season 7 will be considered a reboot with the girls attending high school once again in a new city.

“With strong female leads and an aesthetic that has inspired a generation, Totally Spies! is an iconic show with a hugely passionate global fanbase, eager to join the agents on their latest adventures,” Banijay Kids & Family CEO and producer Benoît Di Sabatino said. “The new series stays true to all the key elements that make the show so popular, but has been lovingly updated for a new audience, reflecting the modern challenges faced by both high-schoolers and spies alike!”

The new series stays true to all the key elements that make the show so popular

The news comes over a year after Thomas Astruc, the creator of Miraculous Ladybug who worked as a storyboard artist for Totally Spies!, announced the show’s comeback, which was supposed to be released this year, only to get pushed back to next year. The new season/reboot of Totally Spies will premiere on Cartoon Network in the United States and then on Max (the new name for HBO Max) in Europe, the Middle East and Africa (EMEA).

Totally Spies originally aired for 6 seasons from 2001 to 2015. In the United States, it aired on ABC Family (now Freeform) first before moving to Cartoon Network in 2003. The show got a prequel film after the fifth season in 2009, which focuses on Sam, Clover, and Alex’s budding new friendship and first mission together.

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Tron: Identity Review

Despite its origins as a 1982 film about a video game-inspired world inside a computer, Disney’s Tron franchise doesn’t have the best track record when it comes to game adaptations in the post-arcade era. Bithell Games, the studio behind minimalist indie darlings like Thomas Was Alone and Volume, aims to change that with the release of its first collaboration with the house of mouse, Tron: Identity. Part visual novel, part hard-boiled detective story, Tron: Identity is a gorgeous new take on life on the Grid — even if its plot raises more questions than it answers.

For the uninitiated, Tron: Identity takes place in the Grid, a self-sustaining world inside of computers, where human-like “programs” fulfill their functions and serve the “user” (the person actually using the computer in the real world). The Grid was created by a programmer named Flynn, who’s been missing since the events of 2009’s Tron: Legacy. Flynn is referred to among programs as either an omnipotent, godlike being due to return any minute now or a myth, but he doesn’t appear in any way, nor do any other characters from the Tron movies. Tron: Identity is an entirely new story that builds on the franchise’s foundation and reveals yet another facet of life on the Grid.

Tron: Identity is a gorgeous new take on life on the Grid.

Advances in technology since 1982 (the year the first film was released) have made that life more complicated, and Bithell Games’ vision reflects that. Some programs have begun to challenge their original programming, going outside the scope of what their users intended. Protagonist Query, a detective on a new case, is at such a crossroads in Tron: Identity. As a member of the Disciples of Tron, Query’s job is to go where he’s told and seek the truth without interfering, but this philosophy is repeatedly tested as the mystery unfolds.

It Happened One Night

The story begins when Query arrives at the Repository, a secure building in the center of the Grid. As Query, you’re sent to investigate an explosion in the Repository’s vault, though the details of the crime are shrouded in mystery. The entire story takes place throughout a few set locations within the building, and the cast consists of just six characters in addition to Query. Throughout the night, Query interacts with these denizens of the Repository, and how much information he extracts depends largely on whether or not your dialogue choices and actions earn their trust and respect. By the end of the night, you’ll have solved at least one mystery — and potentially opened up several more.

This unfolds in a visual novel packed with branching conversations and critical decisions that affect how the rest of the programs at the Repository respond to your, well, queries. Programs can be cooperative or hostile based on your actions, and you never know when one bad choice will come back to haunt you. The weight of these decisions is reminiscent of Telltale’s episodic adventure series like The Walking Dead, only instead of fighting off zombies, you’re fighting for the truth — even if that truth threatens life on the Grid.

Tron: Identity is short, but its length doesn’t detract from the experience.

Tron: Identity is short, with each playthrough coming in at around two hours, but its length doesn’t detract from the experience. Because of the branching paths your choices can unravel, Identity encourages multiple playthroughs to get the whole story. While the overall themes of Tron: Identity won’t change from playthrough to playthrough, the way you get to the end can be remarkably different. The choices you need to make in order to proceed typically aren’t easy ones; there’s no obvious right or wrong answer, and not taking a side has consequences of its own. Without spoiling the story, let’s just say that making bad decisions can leave you with very few allies.

While the bulk of the gameplay mostly concerns conversations with other programs and Query’s own internal monologue, these portions are occasionally punctuated by short puzzles that appear any time you need to help a program recover their memories. These mini-games, which involve matching colors and shapes in an attempt to defrag a program’s malfunctioning disc, come in several iterations of the same basic concept. The puzzles are fun at first, but on subsequent runs, they begin to feel repetitive and a bit mindless. I would have appreciated more variety and depth in these puzzles, giving you a nice break in between text-heavy sections instead of a tedious roadblock before getting back to the story.

Fighting for the User

Bithell Games has done a remarkable job of bringing the Grid to life. From the first moments of Identity, it’s clear that it was developed with reverence for the source material. The art direction is absolutely stunning in its minimalism, with dark backgrounds lit up by the franchise’s trademark neon lights. The animations are subtle but meaningful, from the data trees swaying in the breeze and drops of icy blue rain cutting through the pitch-black sky to the questioning stares and nods from the NPCs you’re interrogating.

Then there’s the music, which is almost as beautifully mesmerizing in its ambiance as Daft Punk’s Tron: Legacy soundtrack. It adds tension in all the right spots while being remarkably soothing. Overall, the presentation makes you feel firmly ensconced in the Grid, which can be both comforting and unsettling.