It’s going to be hard for me to write about Darwinia because, in my information-hungry net-roaming, I’ve had it repeatedly drilled into my head by a certain kind of games journalist that Darwinia is completely exceptional. To say I came to Darwinia with preconceived notions of how good the game would be is something of an understatement – the combined joy of practically every single person that had played it made me slightly concerned that I was going to be blinded by Divine Light as soon as I launched it. That didn’t happen. However, in all my time of playing Darwinia, and despite all those rapturous journalists and bloggers, I haven’t once been disappointed. It’s a very, very good game, in everything it does. It uses two-dimensional sprites and fractal environments, and it makes the majority of modern games look stupid. Which, of course, they are.
It’s a game about souls and life and intelligence and what it means to be a god, and it features tiny little Death Squads, Space Invaders, Triffids, and way more game references than I will ever, ever get, being as I am someone that had no interests outside Civilization II for most of my gaming existence, and I’m not sure I developed consciousness until after the ZX Spectrum died (not that they’re related). However, going through a great big list of everything that’s amazing about Darwinia would paint the picture of a truly bizarre game. And while that wouldn’t be totally inaccurate, Darwinia’s strangeness is like CoD4’s inanity: it’s only there if you think about it. Unlike CoD4, however, thinking about it just makes you realise how incredible Darwinia is.
Instead, I’m going to try to summarise a little bit of what happens in Darwinia. You’re sitting at a computer. Sound familiar? Uplink does the same, and so, to an extent, does Defcon. Introversion seem to realise that to make a truly immersive game, the easiest thing to do is not to pretend to be anything else. If I were slightly pompous I would probably mention the Uncanny Valley at this point, but this is slowly twisting away from the stated aim of this paragraph, and I’m probably going to have to start a new one now. Good gods, I’m pretentious, and self-referential about it too.
You’re sitting at a computer, quite possibly yours, and it contains Darwinia, a virtual theme park populated by a single-polygon life form and experiment in intelligence, appropriately enough called the Darwinians. It was created by Dr. Sepulveda, probably a reference that I don’t get, and he is your guide throughout the game. Darwinia, you see, has been infected. By viruses. They’re evil and red and insidious and every time I see them on moving into a new location they make my skin crawl in revulsion – the scritching sound they make, the way the centipedes writhe all over the place or – urgh – the ants pouring from their repulsive hills. How dare such disgusting things exist in this universally beautiful world? Dr. Sepulveda quickly tasks you with wiping out the lot and restoring Darwinia, and this is where the Death Squads come in. Apparently, you control them in a similar way to the squads in Cannon Fodder and Syndicate, so that’s nice. If you’re as ignorant as me, what that means is this: you order them about as if it were an RTS, but you also do most of the shooting yourself, complete with lovely old school zapping sounds and calling in airstrikes by Space Invaders. Later on you also start indirectly herding the determinedly free willed Darwinians into combat, in a way not dissimilar to Lemmings, an olden-days game that I have played. Finally, every killed Darwinian or virus leaves a soul, a little glowing square in the world. You collect these up with Engineers and use them to make more Darwinians, but after a while left uncollected they silently float upwards and fade away, and it’s beautiful and melancholic and serenely peaceful, in startling contrast to the carnage below.
And it is carnage. Darwinia is frenetic and complicated and full of things that you have to do. It’s a game that asks a lot of you, and it’s incredibly rewarding when you succeed. Not just because it’s sometimes bloody hard, but also because of the Darwinians themselves: they wander around, looking aimless, and being kind of annoying – and then you realise, quite suddenly, that they’re free willed beings and they’re doing what they want to do, and quite possibly with some purpose. They provoke sympathy like few games with a million more polygons have ever managed. A horrifying virus has invaded their world, and they need your help. They need you to play Darwinia.
And you should. So far on this blog, I haven’t really made any outright recommendations. I don’t have any pretensions that this is a ‘buyer’s guide’, because it isn’t. But I think it’s important that people play Darwinia, simply because it shows that games can be beautiful. Not graphically beautiful, although Darwinia is, but beautiful in the way that – say – a particularly incredible piece of music* is beautiful: because of the way that it can mess with your emotions and leave you feeling slightly bewildered about what just happened.
*Radio Protector, by 65daysofstatic.



