- Sergeant Avery Johnson, Halo 2 Anniversary
In the very first post of this blog I said I would also take a look at how videogame developers have imagined the prehistoric world. Consider that fulfilled with this post and similar ones I plan for the future. Ancestors: The Humankind Odyssey is the first and hopefully not last game by indie-developer Patrice Désilets’ Panache Digital Studios and has been in development since 2014. It originally released for PC on August 27 2019, but since my computer is trash I had to wait until December 6 when the game was also released on PS4. I therefore call this post a belated review.
Fig. 1: Ever looked at a painting like this and thought: “I want to experience this for myself”? Well, now you can, sucker! |
On a final note before we start, this article may include spoilers for the late-game, but I will try to mark these where possible so you can avoid them.
Part 1: Jungle Japes
There are not that many games set in the stone age, at least not many original ones. Most opt for a 10’000 B.C.-setting at the end of the last ice age, but these, like for example Far Cry Primal, seem to be more inspired by the Roland Emmerich movie than the actual time period, featuring some quite outrageous anachronisms. Other, less serious games, like Joe & Mac, go for a 1 Million B.C.-setting (by that I mean the Ray Harryhausen movie) with Frank Frazetta-style cavemen fighting dinosaurs. By his own account, Désilets was tired of these settings and went for something unique that was not inspired by pop-culture. As the opening cutscene tells us, we begin in the steaming jungles of Africa, a whopping 10 million years ago, which would be during the mid-to-late Miocene. Judging by the geography and time, the game world seems to be based on the Olduvai Gorge in Tanzania. We see the food-chain in full action, as we follow a fish getting caught by a Pelagornis, which lets it fall back into a river by accident. This scares a group of monkeys, which would have otherwise been attacked by a python. The fish gets caught again by a heron, which gets eaten by a crocodile, causing it to lose the fish as well. As we follow the dead fish further downstream, we see a crocodile getting attacked and killed by a black sabertoothed cat, before the fish falls down a waterfall. As we see the wide valley in front of us, the title card appears and tells us that this is volume 1 of the story, Before Us. At the foot of the waterfall, the fish gets grabbed by an ape, carrying its child on its back. With it he climbs up a tree to enjoy his food in peace, but a giant bateleur eagle appears, grabs the ape and violently kills it with a pluck to the head. The child the ape was carrying can flee however and falls down the canopy. Now it is all alone on the forest floor with all these predators around, as fear cloaks its vision.
This is how you start the game. It gives you some tutorial-text, which tells you how to move and how to use your intelligence to scan the environment. With that you find a hiding spot and hide inside it. Your perspective switches to an adult ape still at the settlement who hears the child’s cry for help and your task is now to venture out into the jungle to rescue it. You learn to use your other senses, mainly hearing, and how to climb and swing from tree to tree. After you rescue the child, you bring it back to the settlement and a rather heartwarming cutscene plays. Everything that happens after this is up to you. Explore the area, eat everything in sight, bang rocks together, figure out the game’s mechanics… in the words of Scarface: The world is yours. The game will occasionally give you some short tutorial-texts (which you can turn off or read again in the Help-section of the pause-menu), but only for the most basic controls, like which button does which action and what the symbols on the UI mean. I believe these were also only added in a later patch. What you can do with this type of rock, which types of food can be eaten and which ones not, what animals are easily intimidated and which ones will eat you for dinner and so on and so forth is never told to you, instead you have to find that out yourself. Ancient humans did not have tutorials either, so why should you?
If that is too overwhelming for you, the game can give you mission objectives depending on the game-mode you’re playing on. These range from recruiting new apes into your clan, finding a mate and producing a baby to exploring certain spots on the map or intimidating a certain animal. These are optional and exist to help you understand what you can do and accomplish in the game. As this was my first time playing it, I naturally tried to follow these as close as I could. I ran into problems however when it came to the objective to explore a site where a small meteorite had impacted into the jungle. Actually finding the spot was not difficult, as it was quite obvious by the smoke column coming from it. The real problem was that there was a significant section of jungle and swamp between me and the meteorite that I had to cross. In the process of reaching it, I think I got eaten by the same crocodile about three times in a row, interspersed with sabretooth- and warthog-attacks. I was straight-up not having a good time and actually decided to restart the game about three times because I did not want to live with the consequences of my actions. On my final try I decided to tackle the problem in a smart way. With a child on my back, a spear in my hand and accompanied by an elder ape (I believe it was the child’s grandpa) that was also armed, I ventured out again to find this damned space rock. I still had bad luck. I was ambushed by a sabertooth and unable to dodge it in time. I got tackled onto the ground and could not defend myself. Adrenaline rushed through me as I would not only die again but also lose a child in the process, but the game let me immediately switch to the elder ape that came with me. With nothing but a sharpened stick in my hand, I ran towards the cat and, either by good reflexes or pure luck, finally managed to kill something. As the beast goes down with a violent stabbing to the stomach and eye and even with some punches to the face, I am overcome with great relief as I see my family-members badly bruised but still alive. Using two granite rocks I create a makeshift grinder and turn some horsetails into paste, which I give my grandson to stop the bleeding. It was this entire moment that finally made something click with me and I realized I was going to have a great experience with this game.
Part 2: Hominin see, hominin do
So what do you actually do in this game? From a gameplay-perspective, the closest thing I could describe it as is a mix of Spore, Saurian, Niche and perhaps the cancelled Peter Molyneux game B.C. The overarching goal is to move from 10 million to 2 million B.C. and in the process develop a tribe of hominids into something you might call humans. You can switch between all your tribe members, which you play from a third person perspective. A circle on the lower right of the UI shows you all the members of the tribe (except the one you are currently playing as), represented by points. This circle also shows you if any of your tribe-members are in danger, outside the settlement, following you, pregnant or carry a genetic mutation. At maximum you can have 18 tribe members, 6 elders, 6 adults and 6 children, each fulfilling different roles. The lower middle of the UI is a green circle, which doubles as your stamina-, health-, food- and water-meter and is limited by your life-expectancy. Lower left is a dopamine-meter, which also shows you if your ape is calm or alerted by danger. If you are alerted, you can run faster and intimidate animals, but it will drain your dopamine. If it drops to zero you will actually lose control over your ape and in a panic it will run back to the settlement. Upper middle of the UI is a clock that shows you the time of day. There is no map whatsoever and the game even gives you the option to play completely without UI to give you a better immersion.
Fig. 3: The user interface, very early into the game. |
Part 3: Homo: Combat Evolved
Of course you cannot realistically advance 8 million years by simply living on a day-to-day basis. The game features two ways with which you can go forward in time and advance your species: generational leaps and evolutionary leaps. To enter the menu for these you actually have to build a nest/bed first in which you have to lie down. Only here can you also access the previously mentioned skill-tree and use your neuronal energy to unlock new abilities. When you leap a generation, 15 in-game years pass. Your children grow up to be adults, your adults age into elders and your elders turn into a pile of bones. The downside of this is that you cannot bring all the unlocked neurons with you to the next generation. In general, the game only allows you to permanently lock as many neurons as the number of children you have in your tribe, which at maximum is six. The neurons you could not carry over you have to unlock again by gaining new neuronal energy, which many have understandably described as grindy at times. Personally I was never really that frustrated by it for some reason and towards the late-game, when you have already unlocked most neurons, it becomes a negligible issue. There are also ways by which you can fix more than just six neurons. Across the map there are a number of meteorites and gem stones. Finding them will grant you one additional point with which to fix neurons. Meteorites can even cause genetic mutations in case you are carrying a child with you. Meteorites are relatively easy to find, as they announce their presence through large smoke-columns, although these vanish after some time. Gem stones are usually hidden inside caves or on tall rock-towers and make their presence known by a faint, creepy whisper.
Fig. 4: The neuronal skill-tree, very late into the game. |
Part 4: I bless the rhinos down in Africa
Let us talk about the world and the life in it a bit. The map is pretty huge and features a wide variety of biomes. I have seen many people who actually did not realize this when starting the game, even though the trailers already showed off some places. I guess this is because (when you play the beginner-mode) you start in the jungle, which is not only cluttered but also hard to get through, so most do not move far. Once you go past it, travelling becomes much easier, however. You find large lakes, caverns and woodlands and once you go past them you come to a wide and open savannah. Connected through a canyon, you can go from the savannah to a barren desert. At the easternmost end of the map you finally hit the African coast of the Indian Ocean. While the game’s graphics are not on the highest end of the current spectrum, they still manage to create a quite lively and beautiful world. There is a lot of detail, from tiny frogs that hop around in swamps to a river that starts out in the savannah and slowly dries out as it passes through the desert. The lack of any in-game map may make it difficult in the beginning to navigate yourself. However, despite lacking any man-made structures, the world has enough charismatic natural landmarks which can help you orient yourself. With your intelligence-sense you can also memorize certain locations. Another thing that helps is that the entire map is essentially placed inside a giant gorge/valley, so you can also use the gigantic stone walls for orientation. Each new biome comes with new plants, animals and hazards. When it rains in the jungle, you can run the risk of freezing, while an average day in the savannah can cause you to overheat. There are plants and other food which can help you prevent these effects, but it is up to you to find which ones have which effect.
Fig. 5: Me and my tribe on our way to Pride Rock to kill Mufasa. |
Fig. 6: There is of course nothing more terrifying than man itself however… |
Fig. 7: Bizarre Miocene mammals like Platybelodon, here restored by Zdenek Burian, unfortunately do not appear in the game, which is a bit of a shame. |
Part 5: Hominin Hijinxs (Warning: Contains spoilers about the species you evolve into and the ending. May be skipped.)
When you start the game you begin 10 million years ago as a species that is simply titled “?” or The Missing Link. Based on the name and appearance, one presumes this to be the last common ancestor of humans and chimpanzees (but read on). When you reach 9 million years ago, you become Sahelanthropus tchadensis. At around 7.2 you reach Orrorin tugenensis. At 5.3 you become Ardipithecus ramidus, at 3 million Australopithecus afarensis and at 2.5 Australopithecus africanus. When you reach 2 million years B.C. the game ends as you see your species evolve into Homo ergaster. Every new species brings with it a higher dopamine-, and neuronal energy-capacity than the previous one, as well as higher life expectancy. Most also bring new gameplay elements with them. Orrorin for example can control its emotional status, allowing you to run faster even when you are not in danger. Ardipithecus can slow down time using its concentration, while Australopithecus afarensis has higher heat-resistance. A cute detail is that, much like the other animals in the game, each species is given a nickname based on their respective type-specimens, such as Lucy, Toumaï or Ardi. The difference in physical appearance of each species is very subtle when compared with the one that comes before and after, but over time you will notice drastic changes. The Missing Link and Sahelanthropus look like how you would generally imagine an ape: knuckle-walkers, covered in fur and long faces. The sounds they make are a mix of stock chimpanzee-sounds and what sounds like humans making monkey-noises into a microphone (although considering what you are playing as this maybe is appropriate). Orrorin is not much different, but the white of its eyes is now visible, which gives the facial expressions a sudden human touch in a very subtle way. By the time you reach Ardipithecus you probably evolved at least some degree of bipedality. Ardi has a bit less fur and some of the sounds it makes now start to resemble primitive words. Australopithecus afarensis follows this trend until you hit full uncanny valley with A. africanus. It is now hairless on most parts of its body, its face has almost-but-not-quite human proportions and its voice-commands sound like the beginnings of language. By this time you should also be fully bipedal and able to digest meat from animals. The changes will become most apparent to you in the ending cutscene, where we see all the stages you played as in a classic march of progress. It is ended by a pair of now definitely human-looking Homo ergaster, a male and a female holding a child, looking back on the hominids you played as, perhaps sentimentally, before walking off (unfortunately you do not get to play as H. ergaster, most likely as a sequel-hook). The game has many moments like these throughout it which are oddly touching and perhaps will make you think about what it actually means to be human. Every time you make an evolutionary leap, a short cutscene plays where we can see the new hominid being in a state of deep thought or confusion, as if he is pondering about what just happened. When you go to sleep you can see your hominid’s dreams in form of pictures floating above its head, which in their composition foreshadow the cave-paintings that will be created millions of years in the future. Even with the earliest species you play as, you can see heartwarming moments of hominids caring for their children, smiling to show happiness (in non-human apes smiling is usually seen as a sign of aggression), hugging newcomers to the tribe or comforting scared relatives. Interestingly you can also gain a lot of neuronal energy by simply examining the remains of your dead relatives, which may be a reference to the development of spirituality. It is notable that there is also no option to harm anyone of your own species, even though you can kill everything else in the game. We have come a long way from the very brutish and barbaric cavemen of past depictions.
Let’s get the gomphothere in the room out of the way: The line of descendancy the game shows is not exactly unproblematic. First and foremost, the timing at which you evolve into these species is a bit off. Sahelanthropus lived 7 million and Orrorin 6 million years ago, not 9 and 7 respectively (although of course the exact temporal range of species is hard to determine). Ardipithecus did exist around 5.3 million years ago, but under the species A. kadabba. A. ramidus came later. The game also follows the classic, but severely outdated “March of Progress”-style of depicting evolution, popularized by the Rudolph Zallinger painting from 1965. The game in fact uses it as its logo. The major problem with the March of Progress is that it portrays the evolution of man as a straight line of progress with us as the end-goal, while shoehorning species into our ancestry that should not belong there. Similarly, the game portrays some species as our ancestors, even though there is a significant chance they may not have been. While it is very likely that the genus Homo descends from Australopithecus (which brings a lot of nomenclature problems with it) and that the latter descends from or is closely related to Ardipithecus, Orrorin and Sahelanthropus are a lot more controversial. Sahelanthropus may be an ancestor of hominins, but has also been interpreted by some as a female proto-gorilla. Orrorin could be an ancestor of Ardipithecus, but has also, very controversially, been argued to have been the direct ancestor of Homo, which would make Australopithecus a side-branch. It is also possible that Orrorin was just an unrelated case of convergent evolution. That you go from Australopithecus africanus directly to Homo ergaster is also a bit questionable. Shouldn’t Homo habilis or H. rudolfensis come somewhere in-between? A. garhi or A. sediba have also been argued to be more likely ancestors to Homo than A. africanus. That said, the line of descendancy the game shows is not necessarily wrong and I would not blame the developers in case it becomes outdated soon. Like most branches of paleontology, paleoanthropology is currently going through a large boom and is in constant flux. The major problem seems to be that we have way too many transitional forms and possible cases of convergent evolution, many of them living at the same time, to reconstruct the evolution of modern man as a species-to-species line with much certainty, unless we have DNA-evidence available. Speaking of which, molecular evidence has shown that the last common ancestor of humans and chimpanzees lived about 7 to 5 million years ago. That you start the game 10 million years ago would therefore in fact mean that you are not just playing the ancestors of humans, but also of chimpanzees and even gorillas (our split with them was about 8 million years ago). The “Missing Link” you start as therefore cannot be the last common ancestor of humans and chimps, but would be closer in time to something like Nakalipithecus. Perhaps the game is aware of this, as the menus and UI call your fellow tribe-members “hominids”, a term that is nowadays generally used for great apes as a whole, instead of the more human-specific “hominins”. However, given how the two terms are often conflated in popular media, I am not sure if this was intentional. If it is intentional, the March of Progress-style the game goes for makes it miss an interesting opportunity for branching evolutionary paths by only portraying the human side of the story. What if I want to evolve into gorillas or chimpanzees instead? Similarly, wouldn’t it have been interesting to meet and interact with parallel human lines as you progress through the game, like Kenyanthropus or Paranthropus?
Fig. 9: Timeline of appearance of major hominin genera. Note that this does not directly imply a line of descent. Also note how many of them overlap in time. |
Part 6: In conclusion
In the end, what can be said about Ancestors? Is it a good game? If not, is it at least a good piece of paleoart? Personally, I had a lot of fun, but only after I fought myself through the very steep learning-curve in the beginning. Ancestors is extremely open-ended about how you can approach the game and learn its mechanics, but in order to best put you into the perspective of a prehistoric ape with no idea about the future, it does not easily give away its secrets. I found out that the best way to enjoy it is as an exploration game. It heavily rewards you for discovering and interacting with new things and even on my second playthrough I am still finding new stuff. The game is also not simply about reaching a goal, but about writing your own stories. I experienced intense life-and-death situations, like the Machairodus-attack I mentioned in the beginning, and moments where smart problem-solving helped me out of tricky situations, like the hyena-buffalo gang-war. I went on a long, exodus-like migration through the desert with my tribe to reach the peaceful coast. While walking through the woodlands I accidentally fell down a hole into a cave-system where I was confronted with a giant centipede. Out of pure fun I made a hyena follow me to a watering hole, just so I could see it get attacked by a crocodile. I raised children and rescued them from an angry hippo, armed with only a bone-club. I experimented with all kinds of tools to figure out the best way to crack and digest snake eggs. I singlehandedly killed an elephant with only sharpened sticks and a rock. Ancestors truly is an odyssey and much like Homer’s epic, it is the journey itself that counts, not the goal. Some of the most memorable gaming-moments I had in the last decade were made in this game and none of it was scripted. There is also good potential for replayability, as the game features two other modes next to the “story” one. In the survivor mode you start out alone 10 million years ago in a random location and first have to recruit other hominids before you can even form your tribe. Then there are user-defined scenarios where you can decide in which location you want to start and which species you want to play as.
And how well does Ancestors do as a piece of paleoart? Of course there are some inaccuracies due to artistic licence, but most, like the oversizing of the animals and the anachronisms of the hominid-species, as well as the goal-oriented evolution, were taken to benefit the gameplay. It is great that the fauna and even the proto-humans you play as largely consist of species that are rarely depicted in popular media, although there are some missed opportunities to show off some even more obscure or bizarre creatures. A lot of research did go into the game and I think it shows. For non-paleontology enthusiasts it will be a neat introduction to the Miocene epoch and perhaps to paleoanthropology. While the graphics may not be the highest, the presentation is great, as the world and animals feel alive and are full of subtle attentions to detail, as are the hominids you play as. While not 100% accurate, this is probably the most authentic video game depiction of a specific moment in deep time until Saurian will be released (and that will probably still take a while).
In conclusion, I really like this game, but I would perhaps not recommend it to everyone. The learning curve, especially in the beginning, is very high and you can get easily overwhelmed with all the new information. There will be times where the game may feel a bit grindy or slow and bad luck can lead to great frustration or even to the extinction of your lineage. It can be irritating that there is no way to directly attack animals or to manually save and the game arguably ends just when evolution starts to get really interesting. However, if you master the difficulties of the start, let the flow of the game be guided by your own curiosity, play at your own pace, explore everything there is to discover, are interested in human evolution or prehistory in general and hate big cats with a passion, then I believe you will have a great time going full homo in Ancestors: The Humankind Odyssey.
Did I write this entire review just so I could make that joke? Yes. Do I regret it? Absolutely not.
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Literary sources:
Papers:
Online sources:
Image Sources:
Literary sources:
- Agusti, Jordi/Anton, Mauricio: Mammoths, Sabertoothsand Hominids. 65 million years of Mammalian Evolution in Europe, New York 2002.
-
Anton, Mauricio/Turner, Alan: Evolving Eden. An Illustrated Guide to the Evolution of the African Large-Mammal Fauna, New
York 2004.
- Anton, Mauricio: Sabertooth, Bloomington 2013.
- Burian, Zdenek/Spinar, Zdenek: Life Before Man, Prague 1972 (Revised Edition from 1995).
- Gould, Stephen Jay: Wonderful Life. The Burgess Shale and the Nature of History, New York 1989.
- Müller-Beck, Hansjürgen: Die Steinzeit. Der Weg des Menschen in die Geschichte, München 1998 (4. Edition).
- Naish, Darren: Tetrapod Zoology 1, London 2010 (2. Edition).
- Schalansky, Judith: Die Verlorenen Welten des Zdeněk Burian, Berlin 2013 (Naturkunden 8).
Papers:
- Guy et al.: Morphological affinities of the Sahelanthropus tchadensis (Late Miocene hominid from Chad) cranium
- Hawks et al.: An Ape or the Ape: Is the Toumaï Cranium TM 266 a Hominid?
- Wood et al.: The evolutionary context of the first hominins
Online sources:
Image Sources:
- Fig. 1: Anton 2013, p. 221.
- Fig. 7: Burian 1972, p. 177.
- Fig. 8: Burian 1972, p. 205.
- Fig. 9: Wikimedia
- Fig. 10: Burian 1972, p. 217.
- All images of gameplay were taken during my own playthrough, using the PS4's capture-mode.