Christopher Nolan’s Batman Begins Explores The Dark Knight’s Relationship to His Past

As Tenet begins its release in international markets, we’re taking a look back at filmmaker Christopher Nolan’s entire feature-length filmography, exploring each of his films one day at a time. Today we continue with his fourth feature, and his first Batman film, Batman Begins. Read about Nolan’s Following and “Doodlebug” here or Memento here or Insomnia here.

Full spoilers for Batman Begins follow.

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Christopher Nolan’s films up to this point — Following, Memento, and a remake of Insomnia — might not have screamed “Batman” to the average viewer, but the caped crusader would prove to fit comfortably in his wheelhouse. Nolan’s winding, non-linear stories informed the film’s structure, allowing for a deeper dive into the pop icon’s psyche. Meanwhile, Nolan’s penchant for broken men chasing obsessions and constructing identities would prove the perfect platform to remix the character’s mythology.

For better or worse, Batman Begins kicked off a trend of “grounded” and “realistic” re-imaginings of otherwise jovial IP — among them, DC’s own Man of Steel. But many of these adaptations seem to have missed the soul at the center of Nolan’s superhero outing (not to mention, the fun). For all its focus on realistic detail, Batman Begins still leans towards formalist aesthetics, an explosion of opposites drawn from a wide variety of sources, spread across time and geographical origin. As we continue our analysis of Nolan’s oeuvre, today we journey to Gotham City… and beyond.

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Past and Present, East and West

Downtown Gotham is shot in modern Chicago, but it’s augmented with Art Deco elements layered with CGI; the end results resemble Fritz Lang’s expressionistic German classic Metropolis (1927). The city’s downtrodden neighborhood The Narrows is a cluttered creation built in an air hangar; it looks like a classic Will Eisner comic sketch of New York City brought to life, a la A Contract With God (1978). Spatially, this Narrows set was based on modern Kowloon, an urban area of Hong Kong, but its gothic gaslight wash — like urine sprayed through London fog — makes it feel sickly. This mix of aesthetics — past-and-present, east-and-west — takes hold in the narrative too.

The film's Gotham City is augmented with Art Deco elements, and resembles Fritz Lang’s expressionistic German classic Metropolis.
The film’s Gotham City is augmented with Art Deco elements and resembles Fritz Lang’s expressionistic German classic Metropolis.

The villains employ hallucinogens which conjure nightmarish visions of the past, shot subjectively, as time and space collapse, expand and vibrate with uncertainty. The film, after all, is about fear (Batman is even introduced like a horror movie monster, attacking from off-screen). And though these shadowy moments are sparse, they’re complemented by the ways in which light interacts with surfaces, whether during Bruce’s solitary confinement early on, or in the halls of Wayne Manor. The Batcave was built of sheeting molded from actual rocks, but using a much more reflective material; “realistic” as this lair might seem, its function is clarity — of the mind, and of the soul.

The film’s biggest aesthetic success, however, is its editing. Spearheaded by Lee Smith, with whom Nolan would collaborate six more times, Batman Begins opens in flashback (in this case, a dream sequence) and cuts frequently to the childhood and teenage years of Bruce Wayne (Christian Bale), a man now lost halfway around the world. As with Memento and Insomnia, the memories in Batman Begins initially manifest as jarring, jolting bursts of sensory input. Only here, Nolan eventually lets each memory play out in full, rather than as mere flashes, drawing us into the world that once was for Bruce Wayne. In a reversal of Nolan’s prior films, it’s the present that feels fleeting, rather than the memories.

While each flashback has room to breathe, the present moments feel in free-fall, tumbling from beat to beat. One result of this approach is the occasional obfuscation of drama in the current timeline; for instance, despite the potent imagery of Bruce conquering his fear amidst a swarm of bats, the scene unfolds far too quickly to be effective. However, the sped-up nature of these anchoring scenes also creates a unique relationship between past and present. Dramatic beats in the flashbacks, and therefore the flashbacks themselves, seem to last longer, as if Bruce is wandering through memories. He’s a man who has trouble existing in the present, so he gets lost in the past.

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The impulses drawing Bruce into each flashback deal directly with his trauma and fear (fittingly, several of these transitions are accompanied by the sounds of screeching bats). Sometimes, these memories appear out of nowhere; during some combination of bat swarms, unexpected violence or fear-inducing gas, the film cuts away abruptly, snapping Bruce back to his childhood. Other times, these memories fade in slowly, after being brought on by questions from Bruce’s mentor, Henri Ducard (Liam Neeson), who investigates not only Bruce’s fear, but his festering rage — the impetus for his journey.

These slow fades from present to past begin to replace the sudden cuts, representing Bruce gaining control over his fears. They only return to their jarring form late in the film when he’s hit by a concentrated dose of fear gas by Scarecrow (Cillian Murphy), a dark mirror to Batman who hopes to exploit fear, rather than control it.

Fear isn’t just central to the film’s characters. It’s also vital to building its backdrop, and this interplay between character and setting takes a distinctly modern form.

Adapting Batman for the 21st Century

“Theatricality and deception,” as Ducard puts it, form the backbone of Bruce’s alter-ego. Adopting a symbol that represents his childhood fears wasn’t an invention of the film — in the 1989 comic The Man Who Falls, a young Bruce Wayne tumbles down a well and is swarmed by bats — but Batman Begins helped solidify it as a key facet of his mythology. This focus on Bruce’s fears also led to a key change in origin, which magnified not only his survivor’s guilt, but the way he fits into the larger premise of a world torn apart by economic strife.

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No longer are Bruce’s parents murdered after a screening of The Mark of Zorro (1940), a film from which Bruce draws inspiration for Batman. Instead, they’re murdered outside the opera, during a performance of Arrigo Boito’s Mefistofele. The bat-like creatures on stage terrify young Bruce, who begs his parents to leave. When they’re subsequently shot, he blames himself.

Mefistofele is a good-versus-evil story about Faust being tempted by the Devil — or rather, by the Devil’s demonic representative Mefistofele, who lays claim over Faust’s soul, mirroring the training scenes against which these opera flashbacks are set. The first hour of the film sees Bruce finding a new father figure in Ducard, who claims to speak on behalf of Ra’s al Ghul (in Arabic: “the demon’s head”) and attempts to lure Bruce toward his retributive form of justice. However, the changed setting of the Waynes’ murder doesn’t just function as winking intertext.

The opera is a symbol of affluence, and its doors lead directly to a downtrodden alley; in Gotham, the rich and the poor live nearly shoulder to shoulder, but are separated by doors which only the rich may enter. In this alley, a desperate Joe Chill (Richard Brake) kills Bruce’s parents in a mugging gone wrong. In other versions of the story, the Waynes’ killer has been everything from a nefarious hitman to, well, The Joker, but here he represents an inevitable outcome of vast economic disparity. This theme is universal, but when a college-aged Bruce Wayne returns to Gotham City for Chill’s release hearing, it places specifically American symbolism in its crosshairs, evoking events that followed the assassination of John F. Kennedy — specifically, the murder of Lee Harvey Oswald.

In Batman Begins, a desperate Joe Chill kills Bruce’s parents in a mugging gone wrong.
In Batman Begins, a desperate Joe Chill kills Bruce’s parents in a mugging gone wrong.

In a heartbreaking courtroom scene years after the Waynes’ deaths, the camera remains fixed on a remorseful Joe Chill, even as Bruce storms out of the building in soft focus, far in the background. Outside, Bruce conceals a pistol with the intent of exacting blood — his rage and his desire for vengeance bubble to the surface — but the prior courtroom moments attach us not to Bruce’s perspective, but to Chill’s. It’s the first of several scenes in which we’re forced to reckon with the difference between justice and revenge. When Chill is escorted out, Bruce’s own attempt at retribution is cut short as Chill is assassinated, shot in the stomach at point-blank range (the camera, again, remains fixed on Chill’s face as Bruce watches him die). The scene calls back to the death of Oswald, who after being accused of killing Kennedy in 1963 was himself shot dead by Jack Ruby while being escorted in police custody.

Jack Ruby and Joe Chill’s motives differed — Ruby allegedly wanted to avenge Kennedy, while Chill was killed by a woman working for Carmine Falcone (Tom Wilkinson), a mob boss whom Chill had been an informant on — but the visual similarities speak to a similar impulse for Bruce, whose idea of responding to tragedy was lethal force. By sheer chance, Bruce was spared from becoming a Jack Ruby — or, in the parlance of Nolan’s own films, a Leonard Shelby (a la Memento), forever trapped in a cycle of vengeance and death.

Bruce would, of course, eventually forego this instinct en route to becoming Batman. Years later, when Ducard presents him with a sword with which to behead a murderer (a farmer who, like Chill, turned violent out of desperation), Bruce would rather burn down the League of Shadows monastery than become an executioner. Where he once saw Chill as nothing more than a killer, he now sees humanity even in the worst of people (although his decision to let Ducard die at the end of the film, rather than saving him like he did before, feels like a half-baked narrative decision).

The focus on Bruce’s near-encounter with Chill, and its similarity to Oswald’s killing, also speaks to the larger backdrop of Nolan’s Batman trilogy. Batman Begins followed the much goofier Batman and Robin, and the two films were notably separated by the events of September 11, 2001. The JFK imagery speaks to a similar mindset of national mourning and the desire for justice (or in Jack Ruby’s case, vengeance) following 9/11. The day’s event had placed, in the American consciousness, questions of what exactly “justice” ought to look like. For some, it was violent payback in the form of the invasions of Iraq and Afghanistan. For others, militaristic violence was a step too far toward injustice.

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This dynamic, the pull and push between the impulses for justice and vengeance, became central to a story of a highly-militarized Batman and how he responded to tragedy. In flashback, when Rachel Dawes (Katie Holmes) implores Bruce to differentiate between justice and revenge, he tells her, “Sometimes they’re the same.” However, when he travels east, living on scraps and stealing to survive, he loses his “assumptions about the simple nature of right and wrong,” and his outlook on justice is re-forged while training with the League of Shadows. During this time, he’s made to introspect on the nature of his fears.

Fear was the impetus for several cultural responses to September 11th — whether racist hate crimes or violent military incursion — and so a mainstream genre film tapping into fear as a fuel for violence was nothing if not timely. It also laid the groundwork for the series’ future explorations, of a world defined by “the war on terror,” though Batman Begins’ approach focused less on the wartime specifics and more on the psychology of a man defined by tragedy, desperate to lash out.

Creating Batman

In Nolan’s film, Bruce Wayne is an artist of sorts. He attempts to turn his pain and his fears into something tangible in order to create a specific emotional response in his criminal audience. He wants them to fear the symbol of the bat, the way he does. His weapons are products of the American military-industrial complex — leftover projects that would better protect soldiers, but that the U.S. government didn’t want to spend money on — while his appearance as Batman is a sketched-out combination of parts ordered from Singapore and China, and spiked gauntlets fashioned after his training gear in Bhutan. He is a product of both east and west. The film’s sound design speaks to these varied influences; the score by Hans Zimmer and James Newton Howard uses a combination of western strings and eastern drums — they’re separate at first, but as Batman emerges, they overlap harmoniously.

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But the film also fleshes out the emptiness Bruce tries to fill with his mission. It opens with young Bruce falling down a well, only for his father (Linus Roache) to reach down and rescue him a few scenes later. And though his mother (Sara Stewart) is barely featured — a strangely common trope in superhero origin tales — Thomas Wayne’s presence in Bruce’s life, and his subsequent absence, are as defining as his fear of bats. His last words to Bruce? “Don’t be afraid.”

After his parents’ death, Bruce searches high and low for father figures to guide him. Alfred (Michael Caine) and Gordon (Gary Oldman) comfort him in childhood — Gordon even places his father’s jacket around his shoulders, like a cape — and both men later become his allies, as does Lucius Fox (Morgan Freeman). But Bruce has no one to teach him to control his fear the way his father once did. He therefore sees Ducard as a mentor who might be able to fill this role, but eventually Ducard’s own grief — turned outward, into violent culling — proves to be too destructive for Bruce.

And so Bruce’s constructed identity — like the personas adopted by prior Nolan characters — springs from a desire to feel whole. In Following, the anonymous lead adopts the persona of his mentor Cobb, a debonair, Bond-like figure. In Memento, widower Leonard Shelby fashions a narrative in which he’s on a righteous quest for justice. In Batman Begins, Bruce Wayne creates dual alter-egos that feel influenced by both these leading men. On one hand, Batman is a crusader against crime; on the other, the public-facing Bruce Wayne is a suave playboy, seen wearing suits, driving fancy cars and accompanied by supermodels on each arm.

The proximity of these two identities — three, if you count the real man behind both masks — feels inherently destructive. Not only through actions that result in his home being burned down, but in moments of quiet, personal devastation, like when a recently returned Bruce (now playing the part of an obnoxious, ultra-wealthy womanizer) runs into Rachel Dawes for the first time in seven years. The camera interrogates the shame on Bruce’s face, and the disappointment on Rachel’s, as he desperately tries to reassure her: “This isn’t me. Underneath, I am more.”

In Nolan’s series, Batman and Bruce Wayne cannot coexist, setting up a three-film story across which the search for a replacement, and the shelving of the cape and cowl, becomes an integral part of the journey. Unlike his comic counterpart, there’s no glory in being Batman for perpetuity.

Similar to the Scarecrow’s weaponized gas, Batman Begins is like a concentrated dose of fear and guilt, wrapped up in a superhero story. It’s a film in which Batman remains tethered to the past, perhaps too strongly. He’s shackled by one of the most potent recurring themes in Nolan’s work: a fear of the past, in all its pain, guilt and trauma — a fear that the forward march of time may not be enough to heal.

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Siddhant Adlakha is a filmmaker and film critic based in Mumbai and New York. You can follow him on Twitter at @SiddhantAdlakha.

NBA 2K21: Cross-Gen Gameplay Is “Definitely A No”

NBA 2K21 is one of the many upcoming 2020 titles that will be released for both the current generation of consoles as well as the new systems from Sony and Microsoft. So, basketball fans might naturally be wondering about things like crossplay between different platforms and generations of consoles. The developers of NBA 2K21 have now offered some clarity on how this will work for their game.

In a recent roundtable interview, the studio confirmed that “cross-gen” gameplay–that is, people on PS5 playing against those on PS4 or Xbox Series X and Xbox One– is “definitely a no.”

“Cross-gen is definitely a no, because the next-gen experience is a new game built from the ground up,” the studio said. “You couldn’t have Halo 4 play Halo 5 online. That just wouldn’t make any sense. We’re in that same boat here.”

The developer also cleared up the situation for cross-play, and this also will not be supported. “As far as cross-platform play, we are not supporting that in NBA 2K21,” the company said.

While there is no cross-play or cross-gen gameplay, everything from the MyTeam mode will carry forward to next-gen if you decide to upgrade within the same console family. This includes gameplay progress as well as virtual currency. Progress from the MyCareer mode, however, will not carry forward to next-gen due in part to how MyCareer is a “different beast” on PS5 and Xbox Series X, the developer teased. “There’s a really good reason why that’s not going to carry over,” the company said.

Cross-gen cross-play is not unprecedented. Activision just recently announced that Call of Duty: Black Ops Cold War will support both cross-gen and cross-play gameplay. So someone on PS4 can play against someone on Xbox Series X, or any other variation.

NBA 2K21 launches on September 4 for PS4, Xbox One, Switch, and PC. The next-gen version is coming later, when the consoles arrive, and the game will cost $10 extra on those systems. 2K Sports has yet to provide the full rundown of details for the next-gen versions, but the company has already shown off incredible graphics and dramatically improved loading times.

Also during the interview, the NBA 2K developers spoke about the feedback surrounding the recently released NBA 2K21 demo. Specifically, this demo gave users a first chance to try out the game’s new pro stick controls, which represent a huge change for the series. The studio said it expected some friction to the new controls, but company observed that some players who were initially hesitant about the changes have now warmed up to them.

“The feedback has actually been really positive. We’re happy about that. I think anytime you choose new controls it’s a little bit scary from a developer’s standpoint to see how people accept it or don’t accept it. And I think there is always an initial learning curve,” the company said. “People are really enjoying dribbling, too; I think that’s a big win to be able to create some different things on the sticks they weren’t able to before [with chaining skill moves together with the new pro stick controls].”

2K also stressed that NBA 2K21’s demo represents a dated version of the game due to how game development works. For the final version, players can expect lots of bug fixes, changes, and polish, the studio said.

For more details, check out our GameSpot’s NBA 2K21 pre-order guide.

Now Playing: NBA 2K21 Reveal Trailer | Sony PS5 Reveal Event

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Aragami 2 Dev Explains The New Open-Ended Combat And Expanded Co-Op

Aragami was a solid tribute to the stealth-action genre, particularly influenced by games like Tenchu: Stealth Assassins and Dishonored. Playing as a resurrected warrior, Aragami focused on using the shadows–both figuratively and literally–to face off against a light-wielding army and seek vengeance against those that wronged you in your past life. A sequel, Aragami 2, has been revealed at Gamescom 2020. The next game aims to build upon the foundations of the original, bringing the stealth-action gameplay further into the realm of an open-ended action-RPG.

Set 100 years after the original game’s ending, Aragami 2 focuses on a new assassin born from shadows, who, like their predecessor, can manipulate the darkness to strike at their foes. While the original game had a linear, narrative-based structure, the next game plans to feature open-ended levels that present you with more options in the rules of engagement. Within a new player hub, you can craft and upgrade your skills, talk with NPC characters, and set out on missions solo or in groups of three with other assassins online.

In the days leading up to the reveal, GameSpot spoke with game director David Leon about the making of Aragami 2. Following the strong response and success of the original game, the developers formulated their plans to make a sequel that not only stayed true to the stealth-action focus but also expanded upon the original in a meaningful way.

“We really didn’t want just to make the same game,” said Leon. “After the game launched, we worked on the Nightfall DLC for the game, and we decided that we wanted to expand the universe and story of the game. It was a bit crazy, but we had to make a new game from scratch. It’s a very different kind of sequel. While it’s the same world, and it’s still a stealth game, so much has changed in the sense of how this character moves around the environment, the new combat mechanics, and the multiplayer. The scope is especially larger, and it’s very much a different kind of beast of a game. It’s somewhat of a semi-open-world structure. With that said, we’re still an indie studio, and we’re building in the way that feels right for us and the Aragami IP. This sequel is much closer to the vision we had in mind for the original.”

While Aragami 2 still sticks close to its stealth-action roots, allowing you to stay in the shadows to teleport and conjure up shadow constructs, the sequel opens up to incorporate more of a focus on customization and combat. The original didn’t feature combat in the traditional sense–when an enemy discovered you, one strike from their sword would kill the protagonist, sending you back to the previous checkpoint. While this did limit your options when confronting your enemies, it ended up highlighting the solid stealth-action dynamic of manipulating your opponents and the environment to overcome the challenges.

In the sequel, combat is now one of the core parts of the game, with players being able to strike, dodge, and use different shadow powers in engagements with foes. Citing games like Sekiro: Shadows Die Twice and Bloodborne, the game’s new combat system focuses on fast reflexes and poking at the enemy’s vulnerabilities to succeed in a duel. With the expanded co-op, you can bring in up to two other players to help you in the game’s larger suite of levels. Co-op proved to be popular with fans of the original, and it was something the developers leaned into further with the follow-up.

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“We wanted to rethink multiplayer from scratch, and we wanted to make it one of the game’s main pillars,” said Leon. “We looked at how people played in the original game, especially with online play, and we heard a lot of players tell us that they loved it because it was one of the few stealth-action games you could play with friends. The sequel is still a stealth game, but we’ve opened things up more to focus on things like action and interacting with many side-characters as you do the main story and the smaller missions in the game.”

What made the original game a fun send-up to classic stealth-action games was its versatility. Aragami featured many familiar set-ups and skills for a game of its genre, including executing aerial kills and silent ranged attacks, and setting up creative distractions. Yet, it also allowed you to take an entirely non-lethal approach in its levels. Despite its linear structure, it offered many ways to experiment with your abilities, and from our talk with the developers at Lince Works, it sounds like that is something that the sequel will focus on as well.

The latest trailer revealed during Gamescom 2020 offers a solid look at what’s to come with Aragami 2. From our chat with Leon, it looks like Aragami 2 is still staying true to the original game’s approach to stealth–which was a product of its smaller scope–while still going for something more ambitious. The original game came from humble beginnings, and it’s exciting to see that its success led to a thoughtful approach for the sequel.

For more on Aragami 2 and the other reveals from Gamescom 2020, check out our hub page for the show.

Now Playing: Aragami 2 – Official Cinematic Gameplay Reveal Trailer

IGN UK Podcast #554: BDE – Big Dafoe Energy

This week’s IGN UK Podcast is fueled by BDE. Yes, Big Dafoe Energy. Master actor Willem Dafoe is, of course, part of the cast of 12 Minutes, just one of the games we discuss in our rundown of Gamescom’s Opening Night Live. We’ve also got chat from Cardy, Joe, and Matt on DC FanDome for all your Batman, Suicide Squad, and Gotham Knights needs.

Plus there’s some feedback. No Endless Search this week, though. But, be honest, do you need another one after last’s weeks incredible scenes?

Remember, if you want to get in touch with the podcast, please do: [email protected].

IGN UK Podcast #554: BDE – Big Dafoe Energy

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Steam Is Testing New Customizable Profanity And Offensive Language Filters

Steam users will soon be able to have more control over their conversations, as Valve has begun testing out new private chat filters that can block offensive language, slurs, and other strong profanity from the platform and in certain games. Currently being tested out as a Steam Labs Experiment, Valve says that the chat filters will give users the option to filtrate colorful language based on their own preferences.

“With chat filtering, we’ve obscured the most offensive language shared on Steam,” Valve explained in a blog post. “You can alter your settings to control whether profanity and slurs are displayed, and because each player’s tolerance for difficult words is unique, we’ve included the ability to add or remove words to form your personal filter.”

Valve says that users will be able to upload lists of words and phrases from other sources to the filter, which will help groups define what language is offensive to them. This level of control was designed with the constant evolution of language in mind, and even references how marginalized groups have reclaimed language for themselves and reappropriated slurs into their own vernacular.

“Some of the time, people have negative experiences on Steam due to their encounters with, in the worst case, bad actors, or simply with others whose tolerance for various forms of language differ from their own,” Valve said. “A playful match can quickly turn to a heated competition full of emotion and expression, some of which crosses a line. But where is that line? We’ve found the answer is different for everyone.”

Steam’s new chat filters will eventually roll out to all users, but if you’re curious you can try it out right now for yourself. Simply click your profile icon, navigate to preferences and check the option under community content preferences to join the Text Filtering experiment to make your Steam account chats family friendly.

There have been a few other additions to Steam lately, such as a playtest button for developers looking to invite players to try their games in beta and a new front page display for community reviews.

Little Nightmares 2 Gives You a Friend in the Darkness

Little Nightmares introduced us to a disturbing world inhabited by monstrous enemies – like the misshapen janitor with his elongated hands, or the corpulent twin chefs preparing a grotesque feast for their disgusting guests. Following a hands-on encounter with Little Nightmares 2’s first new adversary, I’m happy to say that the sequel is proving to be just as unnerving.

This particular tale puts you in control of Mono, a diminutive figure who adorns his head with a paper bag in an oddly cute fashion statement. Where the first installment had you navigating the tight confines of a ship, this sequel introduced me to foreboding and equally oppressive woods, filled with cages, traps, and viscera. It wasn’t long before I hesitantly explored the basement of an old shack to find an imprisoned child who turned out to be Six, the protagonist from the first story (minus her signature yellow raincoat, which immediately had me thinking about when exactly this story takes place).

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True to its predecessor, Little Nightmares 2 will have you navigating the side-scrolling world and interacting with the often oversized environment to overcome obstacles, uncover paths and dodge traps – or worse. The locations are as suitably haunting as they are engrossing, with every discarded item and object telling a story you aren’t quite sure you want to hear the ending to. Why are there so many abandoned shoes near these animal cages? Are those stuffed bags buzzing with flies full of dead animals – or something even more disturbing? I was also pleased to find Little Nightmares 2 made the subtle effort to warn you of danger, like a soft breeze rattling the bear traps hidden beneath the leaves, or a scavenging crow ready to squawk and draw attention to your location upon drawing close.

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The true danger in my hour-long demo took the distorted form of The Hunter, a truly disturbing bag-headed foe armed with a trusty hunting shotgun. The Hunter’s appearance is marked by some excellent use of background lighting, encasing his figure in ominous shadows as he stripped the fur from a beast with a sound that made my skin crawl. Unlike some of the enemies in the first Little Nightmares, surviving this encounter wasn’t about staying out of reach – it was about avoiding gunfire as his bullets tore through everything I tried to hide behind. Escaping the demented Elmer Fudd may not have been overly difficult, but it did provide several tense moments of cat-and-mouse.

Having an AI companion in Six proved to be an interesting change, even if it didn’t alter the flow of the game that much. I was able to beckon her over with the press of a button to help raise objects or prepare to grab me if I jumped across a gap, but most of the time it felt like she already knew what to do next. I also noticed that by following my lead, she never really presented herself as a target worthy of the Hunter’s attention – and honestly I’m glad for that. Escaping the clutches of creepy monsters is already enough to worry about, and so far I’m thankful I didn’t have to constantly turn my attention to make sure Six wasn’t getting herself killed. Nothing turns horror into frustration like an AI partner that’s more trouble than they’re worth, but I do hope Six gets more chances to prove herself.

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My time in Little Nightmares 2 ended with an escape from the forest, and the entire section felt well-paced with the right amount of tension that never dragged on for too long. This led me to encounter the towering structures of a city that looked as though it sprang out of a Tim Burton animated movie. I can only excitedly guess what fresh horrors I’ll find waiting within when Little Nightmares 2 releases on PC and consoles on February 11th, 2021, with next gen versions to follow sometime after.

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Brendan Graeber is a Guides Editor at IGN, and has a hard time finding collectibles when he’s too busy being scared. Follow him on Twitter @Ragga_Fragga.

Scarlet Nexus First-Look Preview

Scarlet Nexus is a stylish, flashy, and edgy action-RPG; and features some beautifully grotesque enemy designs in the form of “The Others.”  Though I didn’t get to play it myself, I did get to see a 16-minute gameplay demo and presentation from the producer, director, and art director, and I came away thoroughly interested and a little hopeful.

So, first things first: Why the heck is it called Scarlet Nexus? Tales series veteran and Scarlet Nexus Director Kenji Anabuki, along with Producer Keita Iizuka, said Scarlet Nexus can be interpreted as “red connection,”  or “red bonds.” Iizuka elaborated by saying “Objects or persons connected with red lines represent a big part in the visuals and key art of Scarlet Nexus.”

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We see this obviously by the red tubes stuck into main character Yuito Sumeragi’s back, which are applied in an early cutscene and appear whenever Yuito borrows power from his teammates. These red cables are actually “brain link cables” that connect the members of the Other Suppression Force, or O.S.F,  together.

Scarlet Nexus’ world is set in the “near future… but in an alternative reality where people discovered substances in the brain and developed their society greatly on that,” Iizuka explained.  These psionic brain hormones also grant humans extrasensory powers, which Yuito and the O.S.F. wield as a weapon.

The world is technologically advanced compared to ours, but this technology is all centered on the brain’s development, and the characters also have special powers by using their brains. All of this is why the developers have dubbed Scarlet Nexus’ genre “brainpunk,” deriving the new term from “steampunk” and “dieselpunk.”

Though this world is quite developed, monsters called “Others” fall from the sky and search for human brains to devour, requiring the assembly of the aforementioned O.S.F.  The O.S.F. saved Yuito from the Others as a child, inspiring him to join despite coming from a prestigious family. Scarlet Nexus picks up when Yuito begins his enrollment test for the O.S.F. How anime does all of that sound? I could go on, but I consider some other details revealed a bit within spoiler territory (though they might sound predictable if you’re familiar with other “cyberpunk” style anime).

The otherworldly, disturbing designs of the Others are the brainchild of artist Masakazu Yamashiro, who has never worked in games prior, but Scarlet Nexus art director Kouta Ochiai knew he wanted to onboard him for Scarlet Nexus.

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The design rule with the Others is to combine the inorganic and organic to create something foreign, which really works. These designs are so interesting they’re, morbidly, like a train wreck–there are so many unique elements to each of them that it’s hard to look away despite their disturbing nature. Ochiai said, “The thought of something feeling off and alien is where we want our players to start having interest in the game.”

Scarlet Nexus Gameplay and Customizable Options

Other than the enemy design, Scarlet Nexus’ creators obviously want players to “pay attention” to the gameplay. Specifically, they focused on creating a superpower experience based around the protagonist’s psychokinetic power, though Yuito also uses a sword and weapons for melee attacks.

Because I didn’t get to play Scarlet Nexus with my own two hands, I can’t tell you how it felt to pull off the stylish combos that melded sword and psychokinesis. I can’t tell you if it felt smooth or segmented;  easy or difficult;  or most importantly, fun.  But I can tell you about what I saw and what stood out to me the most.

Watch new gameplay for yourself in the video below

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Scarlet Nexus certainly appears to be more of a character action game than a straight JRPG, because it relies on fast-paced, stylish combos in its combat and takes place in what appears to be linear levels. It oddly reminded me of Devil May Cry the most–of course if we’re not considering the anime graphics, and I couldn’t begin to tell if it’s as technical.  But, the protag appears to explore abandoned city streets among a generally linear path–or at least, that’s what I saw. Items could be found here and there, but because that portion of the demo was in Japanese, I couldn’t tell you what the digitized red cube the player picked up actually was. When the player encountered the Others, artificial barriers walled them in, preventing them from progressing until they defeated the enemies.

During the demo, I saw Hanabi Ichijo in the player’s party, of which there were three total slots. Hanabi used a staff and wielded pyrokinesis instead of Yuito’s psychokinesis. She fought alongside Yuito and even burned one of the enemies, and her tactics could be changed via the menu as well. Only Yuito will be playable in Scarlett Nexus, but the skills of your party can be used by Yuito due to the brain link shared between O.S.F. members.

As for the controls, combos with weapons are enacted by face buttons as expected, while psionic powers–at least with psychokinesis–activated with the right trigger, as long as there were objects like chairs or cars to manipulate nearby. It seemed that the larger the object, the longer the trigger needed to be held in order to heave it at an enemy. But, the larger the object, the better the reward–in both damage and knock-back potential, even though pulling at a large object would leave you open to attack. Occasionally, this would leave the enemy entirely prone, or open another option to point both control sticks inward to trigger a powerful psychokinetic-caused environmental effect.

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Combos could be started either with psychokinesis or with a close-range sword attack, and follow-up attacks could be strung together with either. I did get a glimpse of a very RPG-like skill tree called a “Brain Map,” which includes three unique branches. The “Expand” path unlocked new abilities or combos like “Psychokineses Shockwave” and “Mid-Air PK Combo 2.” The “Enhance” path predictably enhances abilities, like “Weapon Power Up 1.” Lastly, the “Support” path unlocked abilities that, for example, pulls items toward you or allows you to recover after being launched by an enemy attack.

There also appear to be plenty more customization options. The equipped weapons had three “Plug-In” slots. The “SAS” screen showed the currently equipped extrasensory power – Pyrokinesis in Hanabi’s case – which had three additional empty slots, suggesting that perhaps each character could equip additional psionic powers. Her Pyrokinesis could also be leveled up to Level 6, and each level unlocked new skills – like Cooldown Reduction or a  Skill Change called Flamethrower.

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Overall, Scarlet Nexus heavily reminds me of some of my favorite anime, and I see many comparing it to Astral Chain. With a pedigree of designers who have worked on the Tales series, I can at least be cautiously optimistic. At the very least, wielding objects with psychokinetic powers against the morbid intriguing Others  in Scarlet Nexus looks hella fun to me.

For more on Scarlet Nexus, check out our interview with the developer and producer above, and stay tuned to IGN.

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Casey DeFreitas is an Editor at IGN who loves monster hunting, slaying, and catching. Catch her on Twitter @ShinyCaseyD.

I’m Worried Scarlet Nexus’ Combat Won’t Evolve In A Satisfying Way

Ahead of the release of Scarlet Nexus, I got to check out a preview build of Bandai Namco’s upcoming action RPG. Unfortunately, I wasn’t able to get actual hands-on experience with the game, but Bandai Namco did provide an extended behind-the-scenes look at some gameplay, specifically combat. What I was most surprised by was how much it reminded me of The Force Unleashed.

Scarlet Nexus sees you play as Yuito Sumeragi, a psychokinetic who’s a part of the special task force that defends humanity from demonic-looking mutants called Others. Though he’s armed with a sword, Yuito’s primary means of attack is his powers–he can use his mind to pick up objects in the environment and fling them at enemies. Small boxes and bicycles can be tossed around with ease while flinging cars and ripping down the ceiling seems to take considerably more effort.

When paired with Yuito’s melee combat mechanics, it creates a sense of flow that reminds me of how Starkiller fought in The Force Unleashed. Yuito can dive past the Others’ long-range attacks to get in close and slice away. He can also pummel enemies from afar with whatever is lying around, and given that Scarlett Nexus takes place in a city, there’s plenty to throw. But Yuito seems to be at his strongest when he dances back and forth between the two styles, stunning targets with a thrown car and quickly finishing them off with a few snappy melee attacks.

Later on in the demo, when Yuito began confronting larger numbers of enemies, combat almost took on this frantic, dance-like approach as Yuito had to use his psychokinetic abilities to manage the crowd while his melee attacks dealt heavy damage to the targets closest to him. It all seemed pretty cool, especially when the demo skipped ahead to showcase additional psychokinetic powers that Yuito can unlock, like timing button presses to grab an object you’ve already thrown past an enemy to pull it back towards you and strike the enemy for a second time. Yuito can also break apart larger objects in half to pancake smaller enemies or combine several objects into a meteor-looking ball that he can slam down in an area-of-effect attack.

The demo didn’t show off much of how this would look like, but I’m a little worried by how party members might detract from the evolution of such a combat system. Yuito will meet and team-up with other individuals with extra-sensory abilities throughout the game, but they won’t be psychokinetics like him. Each one has a different power, which Yuito can temporarily borrow to augment his own skills and unlock new types of attacks. For example, in the demo, Yuito teamed up with Hanabi, a staff-wielding pyrokinetic. She attacks with wide-swinging melee strikes and lights enemies on fire. Yuito can temporarily borrow her powers, adding fire damage to his melee attacks and lighting the objects he throws on fire. Additionally, he is able to hold out his hand and fire a flamethrower-like attack, or swing his sword in a fire tornado area-of-effect attack.

Admittedly, it all looks fairly impressive (Bandai Namco said the footage was representative of expected Xbox Series X gameplay), but I’m skeptical about the idea of unlocking different powers that are presented as vastly different on paper, but don’t have a major impact in practice. As visually distinct as the Hanabi-influenced attacks are, they seem to accomplish much the same task as Yuito’s default attacks. These fire attacks look like they do more damage but they don’t really change how Yuito fights. And again, it’s hard to make a judgement call since Hanabi was the only companion we got to see in action, but I’m worried that Scarlet Nexus peaks relatively early when it comes to the types of attacks you can do.

I think there’s some potential to Scarlet Nexus. The idea of pulling off cool-looking combos with your sword while keeping track of the objects around you and coming up with an idea of how to telekinetically move them to your advantage sounds like it could become satisfyingly complex in the long run, especially if companions can influence how your powers work in intriguing new ways. But the demo didn’t show that. It seemed to imply progression would just be re-skinned versions of all the attacks you seem to unlock early on. And that could become boring after a few hours–I don’t want to just use different variations of the same attacks over and over. There’s only so many combos you can come up with in a system like that, which isn’t great for action games.

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And granted, the Hanabi-enhanced attacks could feel fundamentally different from Yuito’s default moves. I just watched the demo being played–perhaps with a controller in hand, the pyrokinetic attacks just feel distinct from psychokinetic attacks and that may help in differentiating the two movesets and making it seem like one isn’t completely like the other.

We’ll have a better idea as to how Scarlet Nexus’ combat works and what other companions that Yuito will be able to rely on when the game releases for Xbox Series X, PlayStation 5, Xbox One, PS4, and PC. The game will support Smart Delivery for Xbox One and Xbox Series X.

Now Playing: Scarlet Nexus Trailer | Gamescom 2020

Little Nightmares 2 Builds Tension Through Its Uneasy Partnership

“This isn’t so bad,” I thought to myself as I scampered through the admittedly spooky forest, the opening level of Little Nightmares II, which I got to play in a preview build of the game. Mono, the paper bag-wearing protagonist of Little Nightmares II, handles just as nimbly as the original game’s Six, which makes it easy to navigate the dangerous obstacles in my path. Whether it’s leaping over the poorly hidden rope to avoid getting caught in a snare or chucking abandoned shoes and sticks into piles of leaves that are clearly hiding active bear traps, Mono is up to the task–he’s an intelligent kid. Which then begs the question: Why in the hell is he choosing to continue down an increasingly dangerous path that is obviously leading up to something even worse?

That something turns out to be a dilapidated shack of a house. “We could just go around,” I say out loud, but Mono isn’t having any of it. The only path forward, apparently, is through, so into the obvious murder house I go. Inside, Little Nightmares’ more traditional puzzles come into play–just like the first game, you’re controlling a very tiny child who has wandered into a space that’s home to people who are significantly larger than you. So Mono has to clamber up and down staircases, crawl under furniture, and move boxes in order to leap up and grab the handle of doors in order to open them. It’s all fairly simple stuff, though there is an urgency to my actions, as the unsettling sound design and occasional environmental context clues are really selling that I’m not alone in the house.

Plus, ya know, there’s that whole cannibalistic aspect of the first game in the back of my mind reminding me that there’s a good chance that I’m going to run into someone who wants to eat me. The original Little Nightmares reinforced the notion that you shouldn’t trust anyone or anything in this terrifying world–given what Six is willing to do in order to satiate her hunger, you’re not even sure you can trust yourself. Little Nightmares II builds on this unsettling feeling of mistrust by introducing a partner character you can’t directly control. She may be a familiar face, but your partnership is born out of necessity, not a mutual bond.

Locked in one of the rooms in the house is another child–it’s Six, though she’s not wearing her memorable yellow raincoat, appearing as she did in Very Little Nightmares, the mobile title that acts as a prequel to the original game. Six doesn’t wait around to thank me for saving her, bolting out of the room. I decide to follow, and here is where Little Nightmares II reveals its new puzzles: cooperative challenges.

There are puzzles in the game that Six and Mono cannot solve on their own. Sometimes one has to boost the other up to reach something that’s really high, for example, or hold an object in place while the other interacts with it. For better or worse, you have to trust Six to make it through the game–when you pull on a rope to decrease the gap in a bridge to allow her to make the jump to the other side, you have to hope that she is willing to then come back and reach out her hand to catch you as you make the further jump. There’s no way to directly control Six. She wanders off and doesn’t wait for you to catch up unless she encounters a problem that she can’t solve on her own. You can hold her hand–sacrificing speed to ensure you both stick together–and call for her to come to you. But there were a few moments when I called out and I could have sworn that when she looked back at me, she paused to consider whether it was worth it. Maybe it was just a latency issue, a bug to be ironed out ahead of release, or maybe she doesn’t trust me yet. And if she doesn’t trust me, it makes it hard to comfortably feel like I can trust her.

And that’s where Little Nightmares II’s true tension lies, in the unnerving position you find yourself in where your survival is dependent on relying on someone you’re not sure you can completely trust. You do need Six too, you just can’t abandon her. The game does a fabulous job of hammering in that fact within the first few moments of meeting Six. Because after saving Six, you encounter the being that likely took her captive: the Hunter. And you will not get away without her.

“Why do they call him the Hunter, Jordan?” I can hear you asking. Well, the first time you see him, he’s skinning animals with his bare hands, which seems like a very outdoorsman, hunter-y thing to do. Oh, and upon seeing you, he decides his best course of action is to load a shotgun and just start blasting.

What follows is a lengthy chase through the rest of the forest, with you and Six working together to move heavy objects, climb over obstacles, and discover ways to temporarily hide from your pursuer. Chase sequences aren’t new to the Little Nightmares games, but Little Nightmares II does a much better job with them than its predecessors. You still immediately fail if you’re caught–which for the Hunter means he sees you and blows your head off–but the sequel does a better job of teaching you how not to fail because you now have a partner. At the beginning of the chase, Six immediately takes off sprinting and hides behind a box, a cue that you should do the same. The Hunter shoots at you but the box takes the shell, and during the time it takes for him to reload, Six sprints to the next hiding place. After this, Six follows your lead, but now you have the knowledge of how to escape the man who’s chasing you: Run to a box, hide behind it to survive the shotgun blast, run to the next box, repeat.

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This pattern continues throughout the chase, with Six initially showing you how you can survive (hide in tall grass or dive underwater to avoid the light of the Hunter’s lantern, for instance) and then handing the agency back to you with the knowledge of how to survive for the next few minutes. So instead of experimenting with several different strategies and dying over and over at each checkpoint, I actually made it through the entire chase with only two deaths (and both were clearly my fault–I rushed ahead in fear when I should have taken a few seconds to take stock of the situation). It felt like Six and I were leading each other and working together to escape this monster instead of me memorizing the correct route through repeated trial and error. When it comes to horror games, I find it way more satisfying when it feels like I outsmarted the invincible monster chasing me–I don’t want to be reminded that I’m simply trying to solve a puzzle that’s dressed up to be scary.

The escape from the terrifying Hunter ends in a satisfying way. I didn’t really appreciate it until after the fact–in the moment, I was screaming, “Pick up the gun and end this motherfu-” as I tried to grip my controller with sweaty hands–but as Six and Mono were safely sailing away, I realized that most of the distrust I had for Six was gone. But only most of it, not all. Escaping the house and fleeing from the Hunter showed just how reliable Six could be in a pinch. She seems like an excellent ally to have. But I also can’t help but think back on the times when she ran off without me, only slowing down when it seemed like she would need me to help her. Does she trust me or is she only keeping me around for as long as she needs me? It’s a tense way to end Little Nightmares II’s first chapter, and it left me intrigued to see how the rest of the game plays out.

I guess I’ll find out whether Six is a trustworthy partner when Little Nightmares II launches for Xbox One, PS4, Nintendo Switch, and PC on February 11.

Now Playing: Little Nightmares 2 Gameplay Trailer | Gamescom 2020

Windbound Review – Against The Wind

Windbound is an excellent island. It’s just a shame that it’s a poor archipelago.

For my first few hours with the new roguelike survival game from Five Lives Studios, I walked a knife’s edge–blissful relaxation on one side, speedily encroaching anxiety on the other. You would be forgiven for being lulled into a false sense of security. The sunny skies and gorgeous ocean are inviting. The art style charmingly stakes out a familiar middle ground: cartoonish gloss, realistic proportions. The monsters are memorably designed, and even the most imposing are at least a little cute. But as welcoming as it can look, the red and yellow gauges at the top of the screen are a constant reminder that this world isn’t friendly.

You’ll stumble around early on, unable to do much of anything. Okay, you have grass, but what can you do with grass? Okay, you crafted a grass rope, but what can you do with a grass rope? You may try to wade into the water in hopes of swimming to the closest island, but your stamina gauge will quickly dash those hopes. Deplete it and you’ll wake up on the beach, back where you started. Eventually you’ll find a shrine on the island where you’ll receive an oar, which is, in some way, legendarily significant. Locating this artifact will unlock some new crafting recipes. Turns out you can craft a grass boat with enough rope and some elbow grease.

From here, Windbound’s waters open up. A tower in the distance, which tapers into a stony crab’s claw, beckons. You search for two more, each with a portion of the key you need to progress to the next level. After finding all three, you search for a gate, carved into a massive outcropping of rock. Pass through the gate and you’ll find your boat, waiting to take you on a river ride through a stone cavern. Hulking sea creatures breach the water as jaunty music, which threads the needle between sea shanty and battle theme, guides you along. This moment is genuinely climactic and cool and had me on board for whatever came next.

But, then it repeats, largely unchanged, four times. In fact, as the game progresses, all of these beats from the opening hour repeat four times. By the end, what was once fun and interesting becomes rote and boring at best and deeply frustrating at worst. There are always three towers to find but by the fifth level, the play space has expanded and the islands have become smaller and more numerous. Finding the towers in the latter half of the game feels like searching for a needle in a haystack, except the needle’s location is scrambled every time you die.

Well, at least that’s what happens on the Survivalist difficulty. Windbound can be played as a roguelike with permadeath or as a more forgiving, level-based survival game. I want to recommend the latter, because Windbound’s sluggish pace is a poor match for a roguelike’s structure. At one point, roughly three hours into a playthrough, a shark suddenly appeared and destroyed my boat, killing me instantly. I was playing on Storyteller, so I was able to begin again at the start of the level instead of at the start of the game. But all I could think about was how much effort I would have wasted if I had been playing on the more punishing Survivalist setting. Three hours of searching for towers would have gone down the drain in a blink of an eye. I can’t fully recommend playing on Storyteller, either, though. Searching for food to shore up your stamina gives structure to the Survivalist mode, and that’s missing on the easier setting. Your stamina gauge depletes much more slowly on Storyteller, so most of your time will be spent in the water, searching for towers–an act that becomes painfully tedious as the game stretches on.

A lot of that tedium stems from how difficult it is to steer your ship. Early on, you row your boat with an oar. It’s straightforward, but it will take you a long time to get anywhere. So you’ll want to craft a mast which allows you to harness the wind. But, once you do that, it becomes very difficult to sail against the wind. You’re supposed to loosen your sails when the wind is at your back and tighten them when you’re moving against it, but sailing against the wind never really feels natural. It seems like you’re supposed to sail at a diagonal or slalom back and forth. Both options feel pretty counterintuitive, and I came to dread sailing between islands. It’s also difficult to see a tower until you’re very close to it, so instead of seeing a point on the horizon and sailing to it, you’re frequently sailing to the horizon and hoping that a point materializes.

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As much as I disliked the act of sailing, I did enjoy the process of building a sturdy boat. In typical survival game fashion, as you find new materials you unlock access to new recipes. After building grass and bamboo boats for hours, it’s exciting to finally find the key ingredient needed to craft an axe and gain the ability to chop down trees. After that shark made short work of my grass boat, I went back to the drawing board and created a powerful wooden boat with multiple hulls and strong, defensive armor. Building a strong boat that can effectively brave the high seas is satisfying. And the absence of huts or houses helps the game maintain a sense of forward momentum.

When you are on dry land, you spend a lot of your time running from monsters. Some, like the docile bison-like Gorehorns, will leave you alone unless you invade their personal space. Others, like the creepy Gloomharrow, which slinks around like Randall from Monsters Inc., attack on sight. Some craftable items require parts from these creatures to make, and you quickly gain a sense for whether or not a fight will be worth it or not. If you’re flush with arrows, taking down a Gorehorn is as simple as clambering onto a rock just out of reach and pelting them with projectiles. But, if you’re running low, you’ll need to get up close and personal with a spear, or worse, with your knife. These fights mostly involve locking on to your opponent and waiting for them to make a move before you dodge and hop in for a flurry of attacks. Combat isn’t a huge part of the game, though. Fights are a risk-reward proposition and a major drain on resources, health, and stamina if you don’t manage to down the monster and/or if they don’t drop much meat. But it works well enough when you need to engage and each creature behaves distinctly enough that I never forgot where to get a certain part.

Overall, Windbound has its moments. Much of the time, it was relaxing enough to zone out and search for crafting materials. But the game is built around finding towers, and that process becomes significantly less fun after the first level. There are only so many times you can search for a tower, no matter how winsome the presentation.