When I’m playing video games as a civilian – i.e., when I’m not blasting through IF so I can meet the review quota before a deadline – I actually tend to prefer games robust systemic elements on top of engaging stories, rather than just pure narrative games. As a result, immersive sims are among my favorite genres, and Prey, a spiritual successor to System Shock 2, is one of the best of recent years, directly bringing in many elements from its inspiration while adding some new ones. And like the best immersive sims, much of the fun is in the way these systems interact in unexpected ways: for example, in both Prey and Shock, the skill points you use to gain character abilities aren’t an abstracted currency, but physical items you acquire in the game world. Something Shock doesn’t have but Prey does is a 3D-printing system that allows you to break down random junk in the world into its constituent parts, and then use the raw materials to build anything you’ve got the specs for. And – you see where this is going, if you hack the right systems or explore in the right areas, you can find a blueprint for the XP items, enabling you to cross the streams of the game’s different sub-economies. It doesn’t quite break the progression wide open, but discovering this obviously-intended exploit made me cackle with glee.
Detritus is a traditional adventure rather than an immersive sim, but the whole thing is built around a similar recycle/fabricate gameplay loop – and, impressively, it manages to come up with a twist on the system’s capabilities even more impactful than the one in Prey. Admittedly, this isn’t obvious for most of the game’s running time. It starts out as a minor riff on the very traditional spaceship-disaster subgenre of IF: a meteor’s hit your courier ship, causing an explosive decompression and the deaths of everyone on board, but since part of the emergency protocol involves having a backup of one of the crew loaded into the fabricator just in case, you get a second lease on life as a 3D-printed clone with your predecessor’s memories, and a mandate to save the ship. This involves traditional fare like reading datapads to find passwords, fooling biometric locks, and hacking electronic systems via a math-based minigame.
You’ll have done all of this before, and to its credit Detritus doesn’t pretend otherwise; each of these puzzles are implemented smoothly, with a clean choice-based interface and high production values, but they’re not harped on. What is harped on is the fabricator. Almost all of the conventional challenges require some piece of kit that you can manufacture on the spot, or unlock upgrades or raw materials allowing you to make more, different stuff to solve more, different puzzles… It makes for a compelling gameplay loop, as you start out bobbling a few pieces of space-junk back to the fabricator at a time in order to fuel your first, tentative explorations, before increasing upgrades, confidence, and knowledge see you hauling much bigger loads into the recycler and creating ever-more-useful tools. There’s also a gentle survival element to the gameplay – your need for food, water, and oxygen is always ticking up with everything you do, and you have to scavenge, or use your limited stock of fabricator resources, to meet those needs.
This does mean things are a bit more fiddly than in similarly kinds of stories, but again, there’s a robust interface that makes the inventory-juggling quite manageable and at least on the default difficulty, the various timers serve to ground the player in the protagonist’s predicament without ever becoming too much of a nuisance (in a nice touch, if, like me, you neglect to eat or drink while pushing to get to the endgame, Detritus ensures you can get a final meal and gulp of water to allow you to reach the finish line). The logistics-focused gameplay is also often interrupted, sometimes for exposition that fills in the backstory and raises questions about just what you were up to when the accident happened, and action-focused set-pieces like an EVA sequence that sees you explore the breach in the hull. The writing here isn’t flashy, but it sells the space adventure theme with more than adequate panache:
"I look up… through. The distant stars shine with the utter clarity you only get when looking at them directly, and distant nebulae glow with an almost iridescent colour. The hole is large enough for me to fit through. If I were crazy, I’d actually consider it. Am I crazy?"
In true immersive-sim style, there are also lots of flashbacks, unlocked either as your memories come back over time, or when you gain access to various computer logs and terminals. On the plus side, even though the other members of the crew are all dead, they get some solid characterization through these scenes, which makes exploring the ship that became their tomb all the heavier. On the other hand, the backstory you uncover is relatively straightforward, and boasts a reveal that did significant damage to my suspension of disbelief ()
While I’m complaining, I might as well dole out the last of my criticisms now: the twists of Detritus’s plot do somewhat outlast the interest its systems provide. Despite the last couple of upgrades I unlocked in the fabricator seeming useful in theory (one notably expands your inventory limit, another obviates the hunger/thirst timers, and a third allows you to combine a bunch of tools you otherwise need to juggle into a single item), the number of resources they required was sufficiently high that I preferred the annoying grind of forgoing them to the annoying grind of obtaining them. The last major puzzle also feels like it relies on a cartoon logic at odds with the otherwise grounded, often-dark vibe of the game (Spoiler - click to show)(I assume it’s just part of the genre rules that we’re ignoring how cost-prohibitive it would be to blast a colony’s trash into space – but even with that hand-wave, what sense could it possibly make to ship it to another planet rather than just dumping it and letting it drift into the star or an asteroid field?).
But I’ll close on a justified positive note, which is to return to that final reveal about the fabricator I mentioned up top. Without spelling it out, I’ll just say that it was the one development in the plot I didn’t see coming from a mile away, while it also made sense of some inconsistencies that I’d written off as just part of the game’s modeling of how immersive sims work. Beyond all this, it takes the creepiness inherent in Star Trek’s transporters and dials it way up, then uses that as the jumping off point for a closing moral dilemma that I legitimately don’t think has an easy answer. It’s a great way to wrap up the game, and some of the questions about consciousness it raises pair nicely, albeit in an understated way, with some of the more standard plot elements having to do with AI possibly replacing ships’ crews. It’s these kinds of juxtapositions that make immersive sims so much fun, so Detritus deserves some kudos for crossing the streams with such gusto.