Media Reviews
Review of The Invincible
Jules Otero i Besolí
The Invincible. Directed by Marek Markuszewski, Starward Industries / 11 Bit Studios, 2023. Played on Windows PC.
Made up of veteran developers coming from teams such as CD Projekt RED and Techland Games and having worked on titles such as The Witcher (2007), Dying Light (2015) and Cyberpunk 2077 (2020), Starward Industries was always expected to deliver a solid story and player experience in their first game, The Invincible (2023). However, what they attempted to do was no small feat: to adapt the hard SF novel by the same name written by Stanisław Lem, The Invincible would require a masterful command of pacing, atmosphere and dialogue, all essential to deliver and sustain the classic hard SF ‘feel’ which is often difficult to accomplish in audiovisual media.
In both the novel and the videogame, a spaceship crewed by researchers lands in a largely unexplored desert planet and quickly finds that, although there are no terrestrial life-forms, something dangerous has attacked some of the crew and rendered them incapable of remembering anything, not even how to communicate or take care of themselves. Rather than simply adapting the story of the novel into a videogame, however, Starward Industries chose to create their own characters. They wanted to create a story that was more intimate, Markuszewski told Rock Paper Shotgun in an interview, so they reduced the immense crew of the Invincible in the novel to the six-person crew of the Dragonfly in the game. Of this crew, the player embodies the biologist Yasna (voiced by Daisy May) as she explores the mysterious Regis III with help from the astrogator Novik (voiced by Jason Baughan) who guides and helps her from the ship. Throughout her adventure, Yasna finds the remains of a ship she thinks is the Invincible although it turns out to be a different ship that will later require the Invincible’srescue (effectively making the events of the game a prequel, albeit an inexact one).
Within both Stanisław Lem’s story and the genre of hard SF in general, The Invincible stands its own admirably. Although the videogame medium may not seem the best suited for scientific discussion and hypothesizing, long conversations between characters or the extended build-up of atmosphere with a distant payoff, this game uses all the tools at its disposal to keep the player engaged throughout a version of Lem’s story that doesn’t shy away from being wordy or scientifically fanciful. Instead, it plays into its own and the players’ awareness of the conventions of hard science fiction, making them an active participant in the scientific discussion through dialogue choices that feel impactful and character-building, reveal different bits of information and give the player access to eleven different endings, enhancing the replayability of the experience. Formally, too, in a moment where hard SF has lost some of its former acclaim and readership to more fantastical stories, The Invincible proposes a new way to experience theory-heavy narrative: the audience may choose to deeply engage with the dialogue, but the gaming experience offers the alternative of simply letting it fill the silence as the player explores or interacts with the environment, and the oft-criticised lack of strong female characters and emotive plotlines in hard SF is amended through Yasna’s characterisation and her compassion and camaraderie towards the rest of the crew.
The choice to make Yasna a woman (there are no women in Lem’s original text) and one that has concrete, explicit political opinions regarding the intervention of humanity in space (she is a ‘galactocentric’, believing the needs of the galaxy outweigh the needs of humanity), makes the story feel far from outdated, a modernisation that is further noted in the additions of many discussions regarding the differences between human and artificial consciousness and intelligence and the dangers the latter may pose to the former. Moreover, while the theme of artificial intelligence has certainly been expanded upon, the other themes present in the novel (the horror of losing oneself completely, the uselessness of vengeance against forces of nature, the importance of resilience and care for others) are well-presented through dialogue, actions, and choices for the player to make, especially in the way the endings are approached and the moral judgements they impart. In general, narratively speaking, the impression is that the development team has managed exactly what it set out to do: The Invincible is an example of how a videogame may tell a complex, compelling story with emotional weight, deep relationships between characters and grand ideas (although those were provided mostly by Lem) while keeping the audience at the edge of their seats with the same artful mastery of storytelling of a novel or a film.
This narrative strength does come, however, at the expense of some of the gaming aspects that players traditionally expect. Some reviews by users on Steam point out that it is essentially a ‘walking simulator’ where the central action of the player is to move the character around, and that the non-narrative mechanics of the game (items used to orient oneself and some minor puzzles) are limited and far-between. Another aspect that may drive players away is that, despite having different possible endings, these do not manifest as real differences until the last twenty minutes of the game, while the rest of the content leads the player through a fairly narrow narrative path (a practice often known as ‘railroading’) with some optional stops and detours for additional content. This animosity towards ‘walking simulators’ and, especially, the yet unsettled debate on whether they ‘count’ as videogames at all is an interesting part of the gaming community and, I think, one that impoverishes our understanding of videogames as a medium to explore a story, since it is unavoidable that some stories require linearity and, more practically, smaller studios may not have the resources to create an ‘open-world’ game as is often expected from larger companies in the current videogame industry. In the case of The Invincible, a linear plotline is undoubtedly the right choice, as the hints and clues needed for the scientific hypothesizing of the story to progress need to remain quite similar in content and order to those in the novel.
This brings me to the one fault I found with the game’s storytelling, which is that sometimes it is very heavy-handed with its references to Lem’s novel. Certain quotes, of great weight in the novel, are repeated in the game not one but multiple times, and certain scenes which worked well on paper struggle to impress through the screen. The strongest parts of the game are, I think, the ones that innovate and continue on Lem’s story, adding to it the modern sensibilities and concerns which the novel could not predict. I suggest that scholars wishing to write about The Invincible may find it valuable to analyse those moments of narrative innovation as well as how they may serve the evolution of hard science fiction as a subgenre and its translation into various forms of media. Other interesting avenues of research for The Invincible could be the way dialogue is used to establish a connection between Yasna and Novik, since they never appear in the same place throughout the game and must use only verbal communication to establish their relationship throughout, making the voice-acting take centre stage, or the way the game handles horror elements without becoming a horror game through careful tone-setting and trope subversion.
Jules Otero i Besolí [they/he] is a PhD Student in the Autonomous University of Barcelona and holder of a FPU scholarship. They have a Bachelor’s degree in English Studies with minors in Engllish Literature and Compared Literature and a Master’s degree in Advanced English Studies. Their in-process dissertation explores the role of non-normative embodiment in postmodern space opera universes through a post/transhumanist theoretical framework.










