I’m terrified of and fascinated by blindness. On more than one occasion, driving along a stretch of Montanan highway with no cars in sight, I would close my eyes and see how long I could last before my nerves peeled apart and my sight restored itself through sheer reflex. Another time, walking to class, the same experiment caused me to turn my ankle so violently that a moment later I awoke on some very uncomfortable pebble landscaping, pain alight from foot to pelvis, shoe braced tight from the swelling. I’ve since learned better than to flirt with the abyss.
Blindness seems like the perfect target sensation for a genre that so often resorts to flipping cards at random. Yet apart from performative pieces like Nyctophobia, not many games have toyed with the concept of not being able to see what’s right in front of you. At least until Sensor Ghosts, Janice and Stu Turner’s sequel to their first published game, Assembly. Having escaped a contaminated orbital platform, you’re blasting your way back to Earth through a micrometeorite storm. Except the sensors on your ship are throwing up all sorts of noise. The result is profoundly evocative — and more than a little shaky.
Then again, perhaps those are two ways of saying the same thing.
My second-favorite thing about Janice and Stu Turner’s Assembly is that the killer AI is probably right. After a micrometeorite storm introduces a deadly virus to the game’s ship assembly platform, the AI does exactly what every responsible citizen should do when they suspect they’ve been contaminated — it washes its hands. Sure, that involves flushing the station’s oxygen and quarantining the two survivors so they can’t reach Earth, but… when we lose the game, isn’t humanity winning?
Food for thought. At least it made me feel better when I lost over and over again. As for my favorite thing about Assembly, let’s take a closer look.