#99 – BRATACCAS (1986, Amiga, Psygnosis)

If this new list accomplishes anything, I hope that it will convince some people somewhere that Brataccas isn’t a terrible game with a terrible interface, but a great game with an interface that is "only" bad.

The premise of Brataccas is that you are a genetic engineer named Kyne. You developed a way to engineer a super breed of man. The government wants this research to create a supersoldier, but Kyne refuses. He is framed for treason, there is a reward for his capture and Kyne travels to the asteroid of Brataccas for evidence to clear his name.

You are then dropped into a self-contained world filled with characters that have their own agendas, their own cares and desires. At no point does anyone give a shit about the well-being of the player of Kyne. It’s surprising that the pages to the manual are even bound together.

Each "room" in Brataccas can have several different things going on. There are elevators, so that you can travel along the game’s y-axis. There are characters to bribe. You can start a fight with almost anyone in the game, which was waay, waaaaay ahead of its time. The cops are trying to arrest you, sure, but they don’t have omniscience. There are security cameras to disable, false leads, bartenders to get rumors from and a lone, hissing psychopath wandering around the asteroid that will try to kill you with his sword for no reason.

The room layout of Brataccas is compact and paranoid and uncomfortably put together. When you get arrested, you travel in real time behind the cop, who drops you off to the jail cell. You go through rooms that, when you start, you probably can’t get to easily, meaning that the act of getting arrested in the game is initially interesting. (Years later, the act of getting arrested in the most famous series of games, GTA, simply cuts to a black screen. Brataccas was ahead of its time.)

There is a problem with the game, however, that every review addresses. Brataccas offers gesture-based mouse controls. And they are just as terrible as you might think with systems like the Amiga, Atari ST and Macintosh that used mice with physical balls.

It’s terrible and inintuitive. This game would be famous if they didn’t screw it up! You move forward by moving the mouse to the right, but then have to stop by holding the button and moving the other way. And you have to stomp that mouse. You have to slowly press down and move it the other way. You’ll gesture to enter combat when you meant to jump. In a way, and I am admitting this is a stretch, the terrible gestures mean that you will randomly start combat with people minding their own business. Some guy that you might want to talk to might end up with a sword in the gut. It adds to the web of lunacy going on in the asteroid.

That said, when I played it on my real Amiga, I saw that the game lets you use keyboard controls. Great! I thought I would try that. And that’s when the final mystery of Brataccas revealed itself to me: the gesture-based controls that everyone savages are actually better than the keyboard controls.

Brataccas is just a game that requires time to learn its controls. It’s like Defender in that respect, it’s just that with Defender you feel like a spaceship captain and every NES game in the world mastered moving people with a gamepad. Because of the gesturing it’s a game of skill with the most wide-open sci-fi world of its time. The speech bubbles are all in caps, with bizarre punctuation. The graphics mode for the Amiga has you at 640×200, which is a very silly resolution to try to do anything in.

Brataccas is the best example that I can think of of an attempt at a simulated, uncaring world. And while I appreciate the quest arrow on Fallout 3 and BioShock, those games will always be a little less than they could be because they care about you in a way that Brataccas never will. It feels just as cold as life on an asteroid probably would be.

I guess I can also put it this way: when it comes to each game I’ve made myself, they always started in the design document phase as open-ended simulations where the player is dropped in and meant to learn and survive, just like (and even thanks to*) Brataccas. None of them have ended up that way because I haven’t been able to achieve what this extremely goofy, yet charming, little asteroid-sim did manage to successfully accomplish. A world.

(*Specifically, the fact that you can start a fight with anyone in Fallacy of Dawn, and the one "CopBot" were inspired from Brataccas, along with the fact that I set Pantomime on a moon essentially the size of an asteroid.)