060: The Citadel
An uncanny mix of aesthetics and design sensibilities, The Citadel is bathed in an oppressive atmosphere. Cold, monolithic structures loom over the horizons, patrolled by cultists, drone and stormtroopers, rendered with hand drawn billboard sprites that starkly contrast with the harsh 3D of the environments.
Combat mixes the movement and level design of early FPS games, with a modern gun fetishist’s arsenal. Enemy attacks can be dodged or shot out of the air, and your character can move at the speed of an F1 car. But claustrophobic corridors and precarious drops make careful movement a necessity, and limited resources mean running and gunning is a long term liability.
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Health points are severely limited, with your maximum values draining with your hunger, and oxygen limits your ability to move quickly, requiring you to constantly keep your resources stocked up to avoid being stuck in a desperate situation without the resources to escape it. Ammo drops are frequent, but armored foes tank enough hits that landing headshots is near mandatory for preventing weapons from running dry. Pistols and shotguns need to individually reload bullets, and fletchettes come in large quantity drums that can be accidentally tossed if reloading carelessly. Stages need to be completed in a single run, with checkpoints only available when spending your limited amount of lives at checkpoints.
It creates a survival horror-like economy where managing encounters with fodder enemies is key to keeping resources stacked for more dangerous encounters. I found myself peeking around corners, taking cover, carefully lining up shots, and compensating for gravity over long distances.
As the campaign continues, your arsenal grows, and weapon and movement upgrades begin to shift the balance in your favor. The horror then shifts from the desperate terror of survival, to the devastation that you visit upon the enemy. You might still be vulnerable, but the catastrophic effects even basic weapons have on the enemy begins to overwhelm the initial terror you had when facing them.
Bullets cleave their skulls into fragments, ejecting rib cages, limbs and innards across the environment. Surfaces become streaked with blood, and alt fire modes cause enemies to twitch and scream and their bodies are electrocuted or burned over the course of several seconds. This culminates in mech sections where you’re armed with boosters for generous vertical movement, anti-personnel rounds, artillery and explosives that shred through the opposition.
All of this is rendered in high detail sprite work, the garish colors and organic forms of each piece of viscera contrasting with the cold, harsh lines and colors of the environment.
Each enemy’s face is obscured by robes or masks, part of their fanatical dedication to the organization. It’s only in their deaths that you get a glimpse of their humanity. Fragments of their faces are left behind, caught in grimaces of pain, tears in their eyes as they stare back at you. The dissonance of seeing a grotesquely illustrated anime girl erupt from militaristic uniforms creates its own uncanny discomfort, which carries into the designs of the bosses you’ve been sent to obliterate.
Known as Angels, each boss represents a facet of humanity, twisted into body horror idols, worshipped and weaponized, at times against their wishes. One even begs you to put her out of her misery, kept alive for the religious agenda, unable to stop herself from attacking you. The Citadel’s storytelling is sparse, but the few details point to a suffocating future, with a fanatical spirituality driving both the enemies and the protagonist, The Martyr.
The Martyr is described as a human from a past world, with none of the cybernetic modifications that have become common in this world. She’s depicted in a fetish wear styled outfit, which alongside the religious themes brings to mind the aesthetics of Aeon Flux, which the developer has cited as an influence.
Unfortunately, this design, along the anime art style, seems to have been enough to trigger accusations that The Citadel is a work made to satisfy a sexual fetish, causing a wave of harassment against the developer and labeling the game as a guro game. The accusation doesn’t hold water, and seems to come from a strange Orientalist revulsion that doesn’t apply to Western artists who more explicitly combine sexual and horrific imagery.
For all its excess, The Citadel has a considered, even tactical approach to violence. Compared to the joyous fountains of blood in many modern games, it even feels restrained, keeping the violence impactful through its whole run time.
As I played through The Citadel I kept thinking about the War on Terror era military media. The paranoid fear of being deployed in a place where every civilian could turn into an enemy, where any space could collapse into a fireball from an IED. The dissonance of their tacticool depictions of military discipline and technology, where trained operatives cut cleanly through the enemy, supported by shock and awe campaigns of remote surveillance, drone strikes and superior firepower that can literally liquify inhabitants, remove their homes from the map, and reshape borders.
The Citadel carries similar contradictions. It’s a layered terror. A horror taking place at both ends of the barrel. A revolting spectacle that you can’t tear your eyes away from.