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Bedlam

Bedlam: Early Access Impressions

We've taken a closer look at the game half of Christopher Brookmyre's Bedlam.

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There's something delightfully low-fi about Bedlam, and that ultimately defines the game, for better and for worse. Admittedly we're talking about just the opening couple of hours of the title, but from what we've seen so far, this is about as old-school as you can get without waving goodbye to polygons.

The premise behind the game caught our interest when it was first announced earlier this year. It ties in with a novel penned by Christopher Brookmyre, the Scottish fiction writer. Like the novel of the same name, it's an exploration of video game tropes, with particular focus on the multiplayer fragging of the 90s. However, there's a few subtle differences between the book and the game, they're companion pieces rather than being one and the same.

We've not read the book (yet - but we're intrigued enough that we will do so should some book vouchers end up landing under the Christmas tree this year), but as far as we can tell the novel stars one character, while the game focuses on another, Heather, otherwise known here by her gaming moniker from back in the day, Athena.

In Bedlam, or at least the first section of it, Heather/Athena is actually trapped inside the body of a video game enemy grunt, caught between two sides battling each other in a shooter game that has all the hallmarks of early Quake.

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There's nothing in the way of cutscenes. Every ounce of fat has been trimmed away in this respect. Exposition is delivered via voice over, with Heather/Athena voiced by actor Kirsty Strain, who does a great job for the most part, offering some incredibly dry commentary on old-school shooters. The script is, in places, really quite amusing, and those amongst you who played PC shooters back in that golden period during the 90s will notice plenty of referential comedy.

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That's basically the USP of Bedlam; it's a trip down memory lane, with loads of little nods to the games of yesteryear. We'll not go into details on the homage offered beyond the opening section, as seeing the sights for the first time is no doubt part of the charm of this particular title, but if you can imagine the Quake-esque stylings of the first mission, these sit alongside levels that focus on more recently realised properties (for example, there's some World War II-themed missions in there), and along the way there's little deviations into smaller areas each with a more specific focus.

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Conceptually it's a strong offering, even in its Early Access state, although it does wander a bit. Mechanically it's a little less scattergun, with a more controlled focus. Bedlam still handles like an older shooter, with a low centre of gravity and quick movements, but it doesn't differentiate so much between styles/genres.

The guns themselves are a mixed bag, but old-school shooter fans will get a kick out of taking a tour through weapons styled on those from the 90s. Firing out rockets and predicting their paths was tinged with nostalgia, as was the layout of the various levels. Enemy types aren't particularly varied, but they do fall apart satisfactorily when confronted with projectiles. Dull metal corridors are punctuated by larger barrel-filled rooms, while open spaces dotted with talon-like scenery are linked with walkways and huge ramps. It's a bit of a pick 'n' mix across the board, but then, that's surely the point.

Having played a couple of hours, the main thing that we came away with was the affection for the subject matter that's clearly been poured into the project. It's a very particular title that holds very particular appeal. It's limited in many ways, and age-old design means that some parts of the game hold old-school frustrations. It's also a little rough around the edges, hence why it still carries the Early Access badge. But, from what we've seen so far, it's quite fun, and for those who fondly remember the years of early 3D fragging, Bedlam is going to be an appealing proposition.

Bedlam

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