D-topia, AI-Driven Happiness - Review
An adventure in a utopianly perfect world, yet one that raises some human doubts.
D-topia is just one of the latest titles to feature publisher (and developer) Annapurna Interactive, a team of visionaries who, let's not hide it, know how to identify exquisitely interesting productions (Mixtape and People of Note are just the latest on the list). And so we approached Marumittu Games' first video game with extreme curiosity, fascinated not only by the minimalist graphic style, but also by the (much-discussed) concept of human life alongside artificial intelligence.
D-topia is a visionary game, dystopian in some ways, that projects into a not-too-distant future where AIs supervise the "Utopia project" (a name, a program!) for a simple goal: to create a happy world free of any kind of problem. But sometimes they don't consider human variables, the problems that arise from an unconventional society that, fortunately, are not animated by a simple machine language: and that's the beauty of being flesh-and-blood people.
This video game highlights human relationships between the various inhabitants, makes us forge new friendships, and helps us understand with ever greater fervor what it means to possess free will. D-topia is an adventure that concludes in about 5 hours, very linear to tell the truth, and presents the routine of a boy during six days of stay in this perfect world (will it be so?). But what actually awaits us in D-topia? Well, let's find out in our review.
Making the World a Better Place
We are in the future, in a place called D-topia where "happiness" is managed by an advanced artificial intelligence. We have just woken up, becoming residents, and, of course, we have been assigned our role in this society, which is that of a helper. We will feel disoriented; the other inhabitants (rigorously selected) do nothing but talk to us about the magnificence of the place and congratulate us on the work we have been assigned: in essence, we will have the task of talking to residents and providing them with assistance, as well as helping them in times of need.
You might ask? But if D-topia is a safe and serene place, what problems could ever arise? As things stand, our contribution won't be that valuable. After all, the Utopia project was born in the so-called "Old Era": energy reserves ran out, and remedies had to be found. The AI designed a perpetual cycle that does not deplete resources and does not destroy the environment, also making the lives of the inhabitants safer and more comfortable within the districts.
But even a machine has its limits; it cannot intervene dynamically like a maintenance worker and does not solve problems strictly related to the human soul. And so Shiro, the boy whose shoes we will step into, will be called upon to help citizens, earning esteem and some extra credits that never hurt.
Days in D-topia are marked by a well-defined routine: Shiro wakes up, washes his face, has breakfast, takes care of his beloved big cat, puts on his uniform, and goes to work. To be honest, every citizen wouldn't need to work thanks to the AI, but a life too comfortable can lead to laziness. For this reason, work ennobles us and earns us points with which to buy takeout food, cat food (even the plump friend needs food), and furniture for the apartment. No one then forbids us from sending points to other residents to thank them for something (they're better than a gift card in that world).
The real question is: what exactly does Shiro do? It's not entirely clear, but he certainly deals with the maintenance of structures and the AI itself, problems solvable by us players by completing various logic puzzles. Nothing too complicated, where you don't need to possess strong mathematical/logical skills, but simply a bit of observation: however, as the adventure progresses, things will start to get a bit more complicated, especially due to the variables and obstacles present in each sequence.
After finishing work, our mission as skilled citizens will certainly not be over. Moving from one area to another, we will meet different residents, who will tell us some anecdotes and fears, and we can listen carefully, showing ourselves to be more empathetic than ever. By doing so, the degree of friendship will also improve, along with the ensuing advantages for having been good Samaritans.
During our escapades, we can also interact in the parallel world, a view where we interact with invisible objects and control panels to repair various systems. And it is here that we will meet funny talking mice, who will sometimes even challenge us to solve various riddles. As helpers, we will also have to make decisions that will determine the fate of the residents, effectively entering the phase called ponderation. We will be called to observe, to listen, and, more often than expected, to be magnanimous and unconventional: after all, it is our duty to help citizens in difficulty.
An Adventure Perhaps Too Linear
D-topia bases its gameplay on a well-defined routine that, alas, makes the events rather repetitive. Even if Shiro can talk to anyone he wants, he won't have much choice and will always have to follow only the main objective, with some small deviations where he can solve some community problems. At the end of the day, he goes home, opens packages (gifts from friends and purchased items), has dinner, takes a shower, and goes to bed.
All this, in the long run, becomes a bit boring, even if the true core of the game lies in the story and the developments of the characters who, day after day, will forge an increasingly lasting relationship. Friends will unload their problems on us, and listening to them will be our priority: the choices we make with ponderation will then determine a crossroads with different outcomes for each character. This means that D-topia's replayability will increase exponentially, leading us to different and more than interesting developments.
The story is well written; after all, the idea comes from two former Level-5 minds, namely Akira Mitsuhashi and Hiroco Shiino (founders of Marumittu Games). But what is most striking is the lightness with which the events are told, which, at the same time, also address deeper and more mature themes that leave a good feeling in the player (among other things, the game is also fully translated into Italian).
The minimalist (but very expressive) graphic aspect of D-topia particularly struck us, transporting us with extreme conviction into such an exquisitely futuristic and utopian world. Furthermore, the game makes you think, makes you reflect on the mark that artificial intelligences leave within society, addressing problems that we may even face in the years to come, who knows: could D-topia be an extremely forward-thinking video game?