Jazzpunk Introduction:
Jazzpunk is a solo-player, first-person adventure game that prioritizes exploration and humor over puzzle-solving. In each mission, there's a central objective, but players have the freedom to roam the game world at their own pace. This world is filled with numerous interactive NPCs, each with their unique actions and comedic antics. The game also features various mini-games, such as mini-golf, a Frogger-style game, and a quirky version of Duck Hunt where players use slices of bread from a toaster to hit cardboard ducks.
One noteworthy mini-game within Jazzpunk is titled "Wedding Qake" (later renamed "Wedding Cake"), where players engage in a Quake-style deathmatch against AI-controlled enemies using wedding-themed weaponry like wedding cakes, roses, and champagne corks.
Gameplay:
The game's setting revolves around a clandestine espionage agency operating from an abandoned subway station in a fictional place called Japanada during the late 1950s. This world is a surreal retro-futuristic alternate reality where the Empire of Japan has conquered most of North America. Players assume the role of Polyblank, a silent protagonist, whose journey begins when they are delivered to the espionage agency inside a human-shaped suitcase. The agency's head assigns various bizarre and nonsensical missions to Polyblank, often relying on free association and references to older movies and video games. These tasks include degaussing and smuggling pigeons, assassinating cowboys, cross-dressing, killing a pig with a guitar, and even photocopying Polyblank's buttocks to deceive a security scanner.
In one mission, Polyblank infiltrates a Soviet consulate to recover a data cartridge, while the second mission involves poisoning a cowboy to steal his artificial kidney. After obtaining the "wetware," Polyblank faces interference from agents searching for the kidney but manages to escape. Later, while staying at the Kai Tak resort, Polyblank is tasked with finding a man known as The Editor and retrieving the contents of his briefcase. However, after a series of events involving drugging and the loss of files, Polyblank embarks on a surreal journey involving a conspiracy theorist who believes the resort is a simulation. This journey leads to bizarre tasks like cooking a mechanical pig that circulates the hotel to break free.
Polyblank ultimately finds themselves back at the subway station, only to discover that the Director and the Director's secretary have been kidnapped by The Editor. A final showdown occurs at The Editor's residence, where Polyblank engages in various games with high stakes. Despite The Editor's cheating, Polyblank ultimately defeats him through clever manipulation. However, the Director is turned into a crocodile and devours Polyblank. Inside the Director's intestines, Polyblank encounters the game's credits before taking more capsules, concluding the game.
Final Words:
In an interview with Kotaku, the developers, Luis Hernandez and Jess Brouse, revealed that Jazzpunk was originally conceived as a serious game with occasional comedic elements but later evolved into a full-fledged comedy game due to the team's enthusiasm for the humor. The game's development journey involved transitioning from different game engines, starting as a prototype in 2007 and ending with the Unity game engine for the final version. The majority of the game's voices are performed by Luis Hernandez, with additional voice acting contributions from Zoë Quinn, Olivia Catroppa, Jim Sterling, and Chris Huth.
According to interviews with the Necrophone Games staff, Jazzpunk is a fusion of their favorite literature, movies, and music from genres like spy, cyberpunk, and film noir. The game pays homage to older movies such as Blade Runner, Alien, and Evil Dead II. The inspiration for creating a short-form comedy game partially came from the success of the original Portal. The game's writing draws influence from 1980s cyberpunk literature. The unique and cartoony art style of Jazzpunk is influenced by the works of Saul Bass, Josef Albers, and Gerd Arntz, while the music is composed using audio production techniques commonly used in the 1950s and 1960s. The game's visual aesthetics also share similarities with Thirty Flights of Loving, and its developer, Brendon Chung, is acknowledged in the end credits.
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