Games are about escapism, right? So imagine a game that lets you play the role of a person sitting at a PC in a darkened room. Sound thrilling? Now imagine that it has no 3D graphics. Still thrilled? Now imagine that said game deletes your savegame when you fail. No warning. The screen goes black and that’s it, game over. You took thirty seconds too long on that last hack, and therefore you fail.
Uplink is somehow the most weirdly engrossing game I’ve ever played. That little countdown timer in the bottom left hand corner – your Trace Tracker – shows how much time you’ve got left on that system, and beeps ever more urgently as you come closer to being traced. It’s terrifying. Nine seconds left, and you’re screaming at the system to delete those last few files or clicking desperately to authorise an innocent man’s arrest.
In most games, that would be it. You click the disconnect button, fight through the Combine, take down the Big Daddy, and you’re out. Safe. But every hack leaves great muddy footprints all over the internet, that any decent mercenary hacker can follow straight back to your machine, and before you know it you get that black screen again. So you’ve successfully completed whatever malicious deed you were paid to carry out – but you’ve only got a few minutes to delete the logs of where you’ve been before you get traced back anyway. And Uplink doesn’t tell you straight away when you’ve been caught. It waits a few hours, maybe even a day. You managed to delete the logs – but were you fast enough? All the time when playing the game, there’s that little worry that complete and utter failure is very, very close indeed. There’s no respite from the tension – you just have to hope, and carry on hacking. Even when you pull of a ridiculously difficult hack, navigating your way through a LAN with the admin forever on your tail, destroying the central mainframe with three seconds left before that black screen – you may be triumphant, but only briefly. No time for celebrating. I’ve got work to do.
The final stroke of genius? One of the story missions – without spoiling anything – requires you to hop around the internet at high speed, tracing and hacking dozens of systems. There is nowhere near enough time to delete your logs, and, man I haven’t felt this desperate to complete my task and escape since the Lab sections in Stalker. The game always forced you to hope, but now it’s forcing you to carry on in spite of it being completely hopeless. By this point I’d upgraded my remote rig to have a motion sensor and a bomb, to destroy it if Federal agents got too close. But I’d spent almost 400,000 credits on that machine – it was the product of my most successful bank hack ever. It had 1600 GHz of processing power. I’d spent almost as much on all the software on it. And what did the game say? “Yeah, you’re probably going to have to blow that up”. How many games force you to personally destroy all of your equipment, just so you can carry on? This is the Weighted Companion Cube six years early, and without all the crappy memes afterwards.
Sound and visuals are both pretty basic, as befits a game made by one person, but the sparseness (sparsity?) of it all is what makes it great – there’s music, but it’s little more than a background to that incessant beeping in the bottom left hand corner, and the graphics are just what you’d expect to see when travelling covertly around the Net (with a nice veneer of Hollywood style hacking – like the scrolling letters as you crack a password or the bloody great progress bars everywhere). It’s functional. Hackers are hardcore. They don’t do phong shading.
This makes it quite tricky to pick up – the first time I played it, I was a blundering idiot, leaving my tracks all over the internet and paying fines for Unauthorised Data Access every few days (my actions as yet weren’t significant enough for the Feds to try and track down my rig and end things permanently). After a few hours of playing, though (and, I admit, a couple of trips to the Real Internet), I was flicking through servers and mainframes and LANs with ease, and the experience of crippling a system from within and escaping without a trace is, well, awesome.
At least, I hope it was without a trace.

