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"Disintegration" is a tactical shooter who questions transhumanism



According to the director, disintegration is set for 150 to 200 years in the future. However, the robots in this imaginary future are not controlled by artificial intelligence. They are armored grenades containing fleshy and beautifully imperfect human brains.

Why did humanity do that? Protecting yourself from a planet plagued by climate change, overpopulation, food shortages and disease. "The world is really stressed," Lehto told Engadget. "This pandemic has just destroyed humanity, and we are indeed concerned that there is a potential extinction on the horizon." In response, scientists perfected "integration," a process that describes the safe removal and mechanical fusion of the human brain. It should, however, be a temporary solution until humanity could undo the damage it had done to the planet.

"They developed this process of integration to preserve people long enough to find a solution," Lehto said. "Ultimately, the carrot that hung at the end of the stick should become human again.

According to the official website Disintegration the technology was "a good thing for decades." But then some people realized that they preferred their mechanical bodies. With the right parts, they could be faster, stronger, and physically larger than their meat and bone counterparts. It was not long before an organized group called Rayonne emerged. The process should be permanent and accepted by everyone on earth. "They have a posthuman agenda," Lehto explained. Not surprisingly, a war broke out among the remaining survivors of the planet.

In the single-player campaign, you play an integrated man named Romer Shoal, who has rebelled against the Rayonne. He controls a hovering # 39; scycle, which was originally designed for search and rescue operations. These vehicles were armed during the war and later used by the Rayonne to find and flush out remaining people. However, Shoal uses his gravcycle to fend off and steer a handful of ground-based rebels during the game.

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Each mission is therefore a strange combination of aerial strategy and ego-shooting. "You are the grenade, and you are the rifle," Lehto said. "You see them as a unit, together they are a crew, and once that clicks, you understand how devastatingly great your tactical advantage in combat is."

Shoal and his friends are still wearing clothes. That makes them look cool, of course, but also signals their desire to become fleshy people again. They long for beer and coffee. Make love and have children. "You can not do that as a robot," Lehto said. The Rayonne, on the other hand, have little interest in their original form. "They do not feel like returning," Lehto explained. "They have indeed changed the trajectory of humanity so dramatically that they are no longer human, and they are taking on monstrous forms that are mostly found in the single-player campaign."

It's a refreshing concept with obvious gameplay benefits. In Disintegration humanity has not figured out how to upload or digitize the human brain. It is still trapped in a physical body and therefore vulnerable to attacks. That makes every battle a nervous affair. "When a bullet comes through [the wearer’s mechanical armor]that brain and that individual will never live again," explains Lehto. However, when a robot is destroyed, the brain may be dropped. However, Shoal and his companions must act swiftly to save the mind and later integrate it into another mechanical body. "It creates such a moment when you really need to risk yourself and your safety," Lehto said, "to grab these units in time."

 Disintegration "data label =" resolution "data-credit =" Engadget "data-credit-link-back =" "Data Dump Provider =" Engadget "data-local-id =" local-2-5507177-1566465657957 "Disk ID =" 92a060f0-35fc-4586-a83b-5bd24ee3b3c3 "data-original-url =" https://s.yimg.com/os/creatr-uploaded-images/2019-08/cb6e2e40-c326-11e9 -beff-bf879c275a11 "data-title =" Disintegration "src =" https://o.aolcdn.com/images/dims?resize=2000%2C2000%2Cshrink&image_uri=https%3A%2F%2Fs.yimg.com%2Fos % 2Fcreatr-uploaded -images% 2Fcb6e2e40-c326-11e9-beff-bf879c275a11 & client = a1acac3e1b3290917d92 & signature = 621df81bd741e7196b165bf60ba0fa26fd24719d "/> [1965900] Disintegration </em>. Lehto agreed that it is" inevitable. " That humanity will eventually develop Develop only software with human intelligence But for its first game, V1 Interactive wanted something "a bit more realistic." Integration, Lehto argued, was "a bit boring more tactile and accessible, "as people already have a strong connection to physical hardware. Reversing the integration process – "disintegration" – is like leaving your phone at home. "This separation from technology," he said to Engadget. "That's the feeling we rely on." </p>
<p>  Shoal and his friends will start in Colorado, travel through the US and finally attack the Rayonne in frosty Iceland. The dystopian road trip should bring some visual variety and, most likely, environmental hazards to players. They will also show the scale of human destruction on the planet and the effects of integration on different continents. "It plays a very good role in the story," Lehto teased. </p>
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"It's a potential future that will be brought to its very end." Allegory. A warning about the environment and what could happen if we operate technology without taking adequate protective measures or considering their long-term consequences. "It really is just a possible future that leads to its very end," he said.

V1 Interactive is a 30-person studio based in Redmond, Washington. It has neither the manpower nor the financial resources to compete with Bungie and Industries at spectacles. What it clearly has in droves is vision. A chic gameplay concept coupled with an attitude to technological dystopia that is rarely seen or explored in games. Who knows – that could be enough to launch a universe and a global fandom equal to Master Chief. Or at least something popular enough to finance additional disintegration games .


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