October 24, 2019

RE: Indivisible

So, Indivisible, huh? 

Hmmmm.  Hmmmm.  Hmmmm.

I’ll be real: I don’t really know how I feel about this game right now.  I’d say that I need to put more time into it (and I do), but I get the feeling that it’ll only help so much -- and maybe even hurt in the long run.  Having gone all in with an impulse buy on release day, I owe it to the game, myself, and my wallet to go as far as I can with it.  That said, I also owe it to all of those (and the devs on top of that) to give an honest report on my findings.  If someone asks me “Is Indivisible any good?” then I want to give them a straight answer.

That’s…pretty hard right now.  This is a weird game -- a weird game that’s fun, frustrating, charming, plain, deep, and shallow at the same time. But we’ve got to start somewhere, and it might as well be with an anime intro.



Lab Zero and 505 Games are breaking new ground with this story. Stop me if you’ve heard this one before: you play as a spirited teenager from a sleepy yet cozy village, with the details of your past withheld from you by a wise elder and mentor.  Then tragedy strikes when an invading force marches in and ransacks your village, which naturally includes the death of your mentor.  Now it’s up to you to crush the invaders in the name of revenge and justice, all while being forced to come to terms with your history and identity.

Considering how fast the game flies through that stock-as-hell setup, it’s almost to the point of parody.  Or just treating it as a formality.  Thank all the gods that Indivisible’s got more up its sleeve than what might as well be Baby’s First RPG.  You play as Ajna, who for one reason or another has the power (or curse) to absorb people into her mind palace and have them fight alongside her in combat -- the first of which would be her father’s murderer.  I’d say that you’re out to take down THE EMPIRRRRRRRRRE, but they’re pretty much dealt with within five hours, if that.  There’s an argument to be made that you’re playing as the game’s real villain, seeing as how she bumbles her way into freeing a god of creation and destruction.  Whoopsie-doodle.

More than anything, though, Indivisible is being carried by the sheer charisma of the production.  It doesn’t happen all that often -- at least not these days, in a world inundated with piddling AAA looter-shooters -- but this is one of those titles that consistently puts a smile on my face.  Even if you overlook some sterling designs and animations, a lot of these characters pop and come to life through their dialogue and interactions.  The game’s drowning in waifu-bait, but tiger shaman Razmi has everyone beat with her -- well, let’s call them “witticisms” for now.

Then there’s Ajna.  Ajna’s an idiot, and it’s great.



The impression I had of her before the full game dropped was that she’d be strong-willed, serious, capable, all of that good stuff and more.  Lab Zero’s honest shot at making the fabled “strong female character”.  It’s a noble endeavor, for sure, and one I’m actually trying to pursue with my myriad works.  But if there’s one issue I have with the campaign for an SFC, it’s that something gets lost along the way: character flaws.  It’s like some stories are so dead-set on proving that their ladies are worthy of praise -- of being powerful, inspiring icons and role models -- that they forget a core tenet of storytelling.  Flaws can help make a character more interesting, whether it’s for a humanizing quirk or a dramatic failing that nearly brings about their downfall.

Ajna has it both ways.  Her status as the dimmest bulb in the box makes for some dialogue and exchanges that add flavor to what would normally be a pretty stock story.  It helps give her charisma, and a touch of humanity despite being nothing more than a batch of assets in a video game.  But more importantly, her flaws are an active part of the plot and her character development.  She doesn’t think, gets impulsive, and is insanely reckless -- traits that lead to her getting into a fight with her old man, and indirectly pushing him towards an untimely demise.  Rather than take time out to reflect on what happened or what she can do to get better -- to prevent tragedies like that in the future -- Ajna thinks that the best solution is to track down her father’s murderer’s boss and beat him up.  That ends up causing a big problem, because she gets kited and tricked into unsealing the greatest menace the world’s ever known…and also the menace her late father sealed in the first place.

It's like that old adage from Kingdom Hearts 1:


Ajna’s still a lunkhead, but following her bumble she’s at least trying to figure things out.  Trying to come to terms with her nature as an instrument of (possible) chaos and destruction.  Trying to understand the world around her, and the people in her head.  She’s still brash and stuck in her ways -- she apparently doesn’t carry money because she doesn’t like it, societal norms be damned -- but she’s got a good heart that’s growing bit by bit.

I just wish I could say the same about the rest of the cast.

Sure, they’re good people and all…well, some more than others, given Razmi.  But with the time I’ve put in so far, a lot of them have had their development -- and the chance for it -- pretty strictly abbreviated.  Papa-killer Dhar’s gotten the best treatment of the bunch, easily; he started off as a smug sycophant to his murderous lord Ravannavar, only to have his loyalty tested and trampled by the man he saw as a father.  His early antagonism gives way to self-doubt, introspection, and ultimately, evolution.  He’s not going to be all buddy-buddy with Ajna anytime soon, that’s for damn sure.  Still, he’s making strides on his own terms…even if no one else really is.


It was pretty much a given, because the game’s format isn’t 100% conducive to a rich narrative or cast.  That sounds bizarre as hell, considering that this has a lot of RPG trappings.  Still, hear me out on this.  If Indivisible falters on the storytelling front, it’s because of two core issues.  For starters?  Even if you’re jumping headfirst into JRPG-style battles, this is more along the lines of a Metroidvania than anything else.  It’s good if you want your gameplay rush; being able to explore sprawling areas with an expanding toolkit of mobility options has gotten plenty of games into the proverbial pantheon.  The problem is that it doesn’t exactly do wonders for the writing.

Whether you’re a rookie or pro at platforming challenges, there are going to be decisive amounts of time spent getting past hazards in the world, and doing what you can to fill out your map.  You’re not going to have a lot of time to develop newcomers like Kushi or Ginseng once you’re engaged in the core loop.  Bloodstained taught me that earlier this year, and now Lab Zero’s stepping up for a repeat course.


The other core issue is that there’s a lot of characters.  A whole lot.  I’ve played JRPGs that couldn’t even successfully develop a band of five; what chance does Indivisible have with, what, twenty plus?  There’s a lot of ground that needs to be covered, and so far, it hasn’t.  While the opening hours maintained some of the narrative momentum, the focus has started to dwindle and meander. 

Taking the fight to a murderous zealot helped, but the sense of purpose and importance is missing in later chapters (such as they are).  That’s probably a byproduct of you getting a pirate ship and having a choice of three areas to explore; since the game can’t fully compensate story-wise for your on-a-whim expedition, the only choice is to stall the plot until all three zones are completed.


There’s no chance for the characters to get the time they need to develop.  That isn’t helped by Indivisible tossing more characters your way when it hasn’t even finished tapping the characters you’ve already got.  It leads to awkward situations where you’ve got characters dumping everything you need to know about them in one or two scenes, particularly in their introductions.  Masked shield-wielder Qadira is a major culprit; during her intro spiel, she came off as less of a character and more of an exposition fountain. 

She’s gotten a tiny bit more since then, since you’ve got the chance to visit the kingdom responsible for attacking her brother (among other atrocities). The same goes for other characters, which implies that their evolution -- such as it is -- is character specific (like heading to Ginseng’s house to meet the family).  But even if these characters are oozing with charm and my heart’s opening its rusted gates to them, the problem, again and again and again, is that I’m letting in mites when I should be swarmed by titans.  Even if you go inside Ajna’s mind palace to talk to these guys, their dialogues are punishingly brief.  Changing throughout the playthrough, yes, but I’m left starving again and again.


I’m not done with Indivisible yet, and I won’t be for a while.  I’m doing my best to avoid any outside information for fear of spoilers; that said, I’ve caught whispers in the wind (read: YouTube autofill for search results) implying that there’ll be side missions for the cast.  Maybe something along the lines of Mass Effect’s loyalty missions, even if that’s just wishful thinking on my part.  Regardless, I hope there’s something there for me to gnaw on.

It’s not just because I think that without it, Indivisible is irreparably flawed.  Quite the opposite.  Even setting aside the investment I made in it (a whopping $35!), I have a stake in its quality.  No, let me rephrase that; I have a belief in its quality, because quality has already been presented to me.  I’m interested in seeing where the story goes.  I haven’t met a single character yet that I didn’t like.  And those smiles I’ve gotten so far?  Those were genuine.  Not made from pity or obligation, but from the fun I’ve had.

Because whether the story soars or stumbles from here on out, it’ll always have the gameplay.  And I can tell you right now that the gameplay is…

Is…

Uh…

Hmmmm.  Hmmmm.  Hmmmm.


You know what?  I’ll get back to you on that.


See you next time.

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