ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Binary Domain: A Flawed, Ambitious Squad Shooter Worth Defending

Binary Domain, Sega's 2012 squad shooter, sold just 20,000 copies in North America. A look at its Consequence System, story, and flaws.

By mitch·7 min read
A soldier stands ready before a towering android amid a ruined city street.

Binary Domain arrived in February 2012 on PlayStation 3 and Xbox 360, with a Windows version following in April. It was developed by Ryu Ga Gotoku Studio and published by Sega. The premise is unusually loaded for a squad shooter: global warming has flooded most of the world, robots do the work humans no longer can, and a treaty clause bans machines that can pass for human. That clause is Clause 21, and the machines it outlaws are called Hollow Children.

The game is set in Tokyo in 2080. You play Dan Marshall, a First sergeant in a R.U.S.T crew — a UN task force built to enforce the New Geneva Convention. Dan’s squad is sent to Japan to bring in Yoji Amada, the founder of the Amada corporation, after a Hollow Child attacks Bergen’s headquarters in Detroit, Michigan. The attack is the inciting incident. Amada is the suspect. The crew’s job is to find him and hand him to the UN Security Council for questioning.

Trailer, via IGN.

Advertisement

Dan Marshall and the Rust Crew

Dan was born to a lower class working family in Nebraska and enlisted in the United States Army to escape poverty. He served in the Special Forces alongside Roy Boateng before both joined Rust Crew. Dan holds the rank of First sergeant and earned the nickname “Survivor.”

Roy Boateng goes by Big Bo. He was born into a lower class working family in Massachusetts, enlisted for the same reason Dan did, and played football in college. He also holds the rank of First sergeant. The two share a background, and the game treats that shared background as the spine of the squad’s trust system.

Faye Lee is the third human member. The daughter of a People’s Liberation Army officer at the Central Military Commission, she studied under the PLA General Staff Department at the Robotic Military Command Institute and saw combat in the PLA’s Robotic Operations Squad before transferring to Rust Crew. She holds the rank of First lieutenant.

Cain is the outlier. A combat android built by Bergen for the IRTA’s French division, he is named after his serial number, CN-7. He can hack. His deployment to Japan is a test case — the IRTA wants to know whether combat androids can serve in future Rust Crew operations. His AI system was built from data stolen from Amada Corporation patents, which makes him a walking contradiction of the treaty he is deployed to enforce.

Rachel Townsend was born in the United Kingdom. She had high athletic marks, superior physical abilities and strong reflexes. She served with Charles Gregory in MI6 before joining the crew.

The Consequence System

Binary Domain’s headline mechanic is the Consequence System. It decides how the non-playable characters in your squad view you and how much they trust you during story mode. Trust is not a meter you fill by picking the polite option. The game asks you to make real-time moral decisions, and it watches.

The system was built to make Binary Domain competitive in the third-person shooter genre, according to the team behind it. That is a strange ambition for a mechanic that mostly governs how your teammates talk to you. But it works. Dan’s squad is small, and the game gives each member a distinct read on the war they are fighting. When the crew starts to question their surroundings and the choices they make, the Consequence System is what makes that questioning land on you rather than on a cutscene.

The setup also carries a question the game returns to: are the robots becoming more human, or are humans becoming more like machines? Binary Domain does not answer it cleanly. It puts the question in the mouths of people who are shooting at Hollow Children, which is the more interesting place for it.

Fighting Through Lower Tokyo

Combat is third-person and squad-based. You fight robotic enemies that are described as highly intelligent, and the game wants you to think tactically rather than spray. The crew enters Tokyo by way of the seawall, moving through the derelict lower levels of the city — the flooded districts that the raised cities were built on top of.

The Rust Crew’s mission is to regain control of a futuristic Tokyo from an emerging robotic threat. The robots have been infiltrating society, taking over undetected, and leaving humans redundant. That is the stated threat, and it is the threat the game’s enemies embody. They are not mindless. They require you to read them.

There is a multiplayer side as well: seven different modes and five classes available to players. Single player, multiplayer and co-operative are all supported. The co-operative mode is the natural fit for a game whose whole pitch is squad trust, though the Consequence System lives in story mode, not in the multiplayer suite.

The Voice Recognition Problem

Binary Domain shipped with a voice recognition system, and that system is where the game takes its hardest hits. Critics at launch praised the story and the Consequence System. The voice recognition drew criticism. It is the kind of feature that sounds like the future in a pitch meeting and behaves like a liability in a living room. When it misfires, it does not just fail to register a command — it breaks the fiction that you are issuing orders to a squad that trusts you.

The rest of the game holds up better than its reputation suggests. The cast is drawn with realistic personalities and behavior in mind, and the character work is the reason the Consequence System has anything to work with. Dan and Big Bo’s shared poverty, Faye’s military pedigree, Cain’s stolen patents — these are not decoration. They are the material the trust system processes.

Twenty Thousand Copies

Binary Domain sold only 20,000 copies in North America by April 2012. That is the number that explains why there was never a sequel, and it is worth sitting with. A game conceived by Toshihiro Nagoshi, the creator of the Like a Dragon series, with a full squad-trust simulation and a coherent science-fiction world, moved 20,000 units in the territory that usually decides these things.

The reviews were mixed to positive. That is a fair description of the game itself. Binary Domain is not a great shooter. Its shooting is competent, its enemies are readable, and its multiplayer is a suite of modes rather than a reason to stay. What it has is a premise that commits. The New Geneva Convention, Clause 21, the Hollow Children, the Bergen-Amada patent dispute, Bergen’s 95 percent share of the robotics market — this is world-building with actual political texture, and the game puts you on the enforcement side of a treaty that may be wrong.

Are the robots becoming more human, or are humans becoming more like machines?

That question is the game’s best idea, and it is asked by a squad that includes an android built from stolen patents. Cain is the argument the game makes without stating it. The IRTA sends him to Japan as a test case while the treaty he enforces exists to prevent exactly what he is. Nobody in the crew remarks on this often enough, but the game does not need them to. The contradiction sits there.

What Binary Domain Gets Right

The Consequence System is the part worth defending. It ties squad behavior to player choices in a way that most shooters of its era did not attempt, and it gives the story mode a reason to exist beyond the shooting. The decision to make those choices real-time and moral, rather than menu-driven, is the right one. It keeps the pressure on.

The voice recognition is the part worth cutting. It is a feature that promised immersion and delivered friction, and it is the single clearest reason the game’s reception landed where it did. Strip it out and Binary Domain is a tighter, more confident game.

The sales figure is the part worth mourning. 20,000 copies in North America by April 2012 is not a verdict on quality. It is a verdict on timing and marketing. Binary Domain came out in a crowded shooter market, from a studio then best known for a crime series, with a premise that required explanation. It never got the audience its ideas deserved.

Binary Domain is a flawed, ambitious squad shooter with a story that takes its own science fiction seriously and a trust system that makes your teammates matter. The shooting is solid, the world is coherent, and the central question about humans and machines is asked with more conviction than most games manage. The voice recognition drags it down, and the multiplayer is forgettable. But the Consequence System and the Bergen-Amada backstory are enough to carry it.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.