CALIFORNIA, The Future. Everything is vaguely neon and cyberpunk-esque.
You are Lina Romero, one of the very few
human rideshare drivers in the city of Los Ojos, where a company that’s
definitely not a metaphor for Google or Apple or Amazon has taken over control
of most aspects of people’s daily lives – including the transport system.
Welcome to Neo Cab, developed by Chance Agency and published by
Melbourne-based Fellow Traveller games for PC, Nintendo Switch and Apple
The game is very similar to Night Call, in that the gameplay involves driving around the city, picking up passengers, and talking with them as they share their stories – and while you try to earn enough money to keep your taxi on the road (and, in this case) keep your star rating high enough to keep your job – as well as find out what’s happened to your best friend.
The graphics are much nicer than Night Call, however, with animated
characters (no voice overs though), and a well done soundtrack that fit the
setting nicely – the aesthetic being very much a neon-futuristic cyberpunk-esque
style, with lots of blue, black and purple.
The story itself is quite interesting and
does a good job of using the discussion around the potential ban on
manually-driven cars in the city as a metaphor for some real-world issues.
There’s no manual driving involved – your
interaction is via conversation and text messages, and selecting which
passenger you want to pick up from a city map.
In theory you can choose your conversation
choices and actions from a menu, but you’ll often find them frustratingly limited,
depending on Lina’s mood – she is quite an empathetic person, which is an
important aspect of Neo Cab’s
Attached to your character’s wrist is a
device called a FeelGrid, which changes colour to reflect Lina’s mood and
emotional state. It’s a neat idea and a helpful gauge of how the conversation
is going, and also the sort of technology that probably will end up on the
market in a few years.
The problem is, you’ll often find dialogue
choices unavailable because Lina isn’t in the right mood for it – for example,
a passenger may be arguing a point you don’t agree with, and you’ll find
yourself too angry to select the conversation option that would allow you to
I see why the developers have done this –
it is supposed to make conversations feel more realistic and like they reflect
your character – but I found it frustratingly limiting, forcing me to aggravate
people further, denying me chances to find out more information, generally making me feel less in control of
the game as a result.
The writing is well done with a branching
narrative and multiple endings, while the supporting cast are a diverse and
colourful bunch, including a freelance photographer, a disciple of The Pain
Worm Metowopian, German tourists who think Lina is a robot, a one-armed
bouncer, and my personal favourite, a Quantum Statistician named Oona whose
dialogue I was found myself mentally reading in Jessica Walter’s voice.
Cab does a good job of presenting its story and
giving the player food for thought, and while it’s not going to be to
everyone’s taste, the more sedate, narrative-driven experience was quite
appealing and I enjoyed my seven hours or so in the driver’s seat.