Perfect Dark's initiative receives a revision in dynamism with the appointment of a new creative director - from across the console pond
Xbox's beleagured reboot is slowly emerging from the shadows, whilst Wolverine remains suspended in reanimation
In the halcyon days of June, shortly before Xbox began its immodest implosion, The Initiative and Crystal Dynamics’ reinterpretation of Perfect Dark was brought forth from its ostensible development turmoil with a surprisingly sound gameplay trailer: a fluid fusion of Deus Ex by way of Mirror’s Edge. However, its mechanical precision and graphic UI indicated its standing as a vertical slice, rather than a full horizon of ambition. Its initial, lone development studio in The Initiative was formed in 2018, forged upon principle rather than precedent. Subsequently, Perfect Dark was announced in 2020; further information was slim until Crystal Dynamics partnered with the studio the following year. Protracted intervals of silence ensued, punctuated by occasional rumblings of its development woes and delays - though, in the absence of a public signalling of its intended release date, it can be considered as a matter of internal consternation.
That Perfect Dark’s first true public showcase indicated its ambition as an intricate, yet sumptuous immersive sim rather effectively drew both admiration and ire: was this the culmination of four years of labour, or a raw proof-of-concept to abate anxieties? With such a great period of reticence preceding any piece of information, could this trailer be taken as an honest object?
Curiously, its next update would come in the form of a newly appointed creative director in Brian Horton: erstwhile lead on Insomniac’s Wolverine, still in the process of an exhaustive, creative adamantium infusion to ensure stronger conceptual integrity. Per Stephen Totilo of Game File, Horton departed Wolverine this summer, having served on the project since 2021. Three years into development should represent the latter half, if not third of a team’s work, evinced in Spider-Man 2’s five year incubation between itself and its predecessor - a kindred three years against Miles Morales. Thus, a pressing conclusion one can draw is both Wolverine and Perfect Dark are in similarly perilous positions, requiring similar measures of reconsideration. Concerningly, Wolverine’s director, Cameron Christian, is no longer part of the project, rather assigned to a different station at the studio. Are these two titles stumbling towards the finishing line, or have they tripped upon a hurdle midway through their process?
This above announcement trailer is the only slice of promotion Wolverine has received. Save for Insomniac’s library of leaked content, little is known of the game’s concept, design, or narrative concerns. Invasive reports indicate the storyline stems from a suite of hub worlds, in a similar, albeit less episodic vein to IOI’s Hitman trilogy. Principally, Wolverine’s locomotion is less athletic than Spider-Man’s own, suggesting a persistent sandbox location would not appropriately portray his pursuits. Setting Wolverine loose within tightly constructed, adrenalised levels would exhibit his intrinsic qualities, from feral, predatory stalks to urban skirmishes. Horton’s withdrawal, however, may pivot the game towards the studio’s familiar model of progression: Ratchet & Clank: Rift Apart helmers Marcus Smith and and Mike Daly are in place as the creative and game directors, respectively.
Would a didactic be established between Wolverine and Jean Grey, echoing the synthesis between Ratchet and Rivet in the aforementioned? This blend of mysticism and raw animosity would elevate Wolverine from a brutal brawler to an X-Men prelude - perhaps in response to Spider-Man 2’s insular fascinations. In competition with a rise in budget, expectation, and hardware strenuity, Insomniac may hope to widen their character concerns to exercise the ultimate extent of their durable engine. In parallel, Perfect Dark’s revised initiative may be in service of Xbox Game Studios’ model of mercantilism: blurring platform boundaries to excise the ‘box’ element of its constitution - though the ‘X’ title may be undesirable at this moment.
The Perfect Dark team’s crytallisation of Unreal Engine 5 blends its neon chromatic qualities with photorealistic lighting schematics.
Arkane Austin’s closure following the laborious, pained bloodletting of Redfall signified a dire juncture in Xbox’s flailing development pipeline: a studio under their purview would be both damned in success and in failure, indicated by Hi-Fi Rush’s team in Tango Gameworks being ignominiously shuttered beside Arkane Austin. If creative triumphs are perceived through the same metric as their less fruitful kin, do Xbox - or Microsoft, on a macrocosmic scale - believe their titles to be homogenous vessels of content?Aside from the venerable Forza anthology, the platform does not have a single game from its first-party stable that received tantamount commercial and critical acclaim, partially due to their evaluation of Games Pass’ function within their portfolio. Starfield should have anchored their slate independently, yet it served as a loss leader - on a budget of $200 million, how can mere monthly subscriptions account for an enormous deduction in premium licences? This model inadvertently imbues their in-house titles with an air of ephemera; Bethesda RPGs are enduring, solitary items. Why would Microsoft spend $7.5 billion on ZeniMax, only to display the first, glistening crown jewel of its investment as just another entrant into a broad, decentralised catalogue?
Bafflingly, their solution to this existential question is to further stratify their Games Pass tiers, shackling day-one releases to its Ultimate echelon. This gave Black Ops 6 an element of exclusivity, draining a vital, extra $5 from Xbox owner’s wallets. Though this practice may explicity siphon consumer prestige from these franchises to the Xbox brand writ large, its employment is entirely in service of invisible estimations. Again, this double standard judges Hi-Fi Rush as a disappointment, despite its notable breadth of players universally recommending the game. Thus, Perfect Dark - should it arrive this generation - will serve as a test of Xbox’s mettle: a sophisticated exercise in spycraft, merging intricate gunplay with novel biomes one may surreptitiously chart. Its pulpier origins, particularly in the portrayal of a laptop gun, appear to have been ceded in favour of a more cyber-eco-punk tone; The Initiative want to assert their standing as an innately Quadruple A studio for a purpose greater than marketing esteem.
Starfield’s first expansion, Shattered Space, burned to a crisp upon entry, receiving a nominal score of 61 on OpenCritic.
Xbox want to produce brash, iconoclastic titles, yet limit their ambition through a desire to apply to all and none: from the smallest Series S to the most power-famished PC. This discrepancy is dire, challenging its studios to both defer to the past and design anew. Hopefully, through the appointment of a creative familiar with iterating upon an established, graphic identity, The Initiative’s prerogative becomes that of their owners’.