Atomic Heart doesn't hide its BioShock Infinite inspirations. The game begins in a city in the clouds, features reality-bending and elemental powers you can employ in your fight against advanced robots, sees you scrounging for resources in an idyllic city that's falling apart, and stars an amnesiac protagonist grappling with the nuances of free will. By the time you reach the climax of the story and you're asked to visit a lighthouse, you know what's up. Where Atomic Heart most differs from its inspiration is in the lens through which it focuses its narrative, exploring concepts of free will via Soviet Russian collectivism instead of the U.S.' individualism. However, its intriguing premise is let down by a deeply unlikable protagonist and a predictable storyline that doesn't do anything interesting with its cool ideas.
In the alternate history of Atomic Heart, a scientist named Dmitry Sechenov kickstarts a robotics boom in Russia in the 1930s. By the 1950s, the working class has been abolished in the Soviet Union and completely replaced by robots controlled through a hive-mind network called Kollectiv 1.0. The game begins a few years after that, just prior to the public unveiling of Kollectiv 2.0, which will allow all humans to have equal access to the hive-mind to control robots remotely through a Thought device wired straight to their brain, as well as connect and share information with each other across great distances. Basically, it's the Internet plugged into your brain and available 24/7.
With the benefit of 21st-century hindsight, we know the Internet will not end up being a 100% good idea even if the main character Major Sergei Nechaev, an agent who serves Sechenov, fully believes in the dream of a world where everyone equally has access to each other and the wealth of information that will surely be shared. Assigned to investigate a disturbance in Facility 3826, the Soviet Union's foremost scientific research hub, Sergei is joined by Charles, a sentient glove that gifts the agent with a host of polymer-fed technopowers like telekinesis and cryokinesis, and provides a sounding board for Sergei's oftentimes annoying and borderline abusive collection of quips and unfunny comebacks.
Within the now blood-soaked hallways and flickering lights of the partially destroyed underground facility, Sergei discovers experiments into mutation gone awry and finds that the once-peaceful robot assistants have turned blood-thirsty. The true horror doesn't come until later, however, when Charles talks to Sergei about the ways in which Kollectiv 2.0 (which is already installed into Sergei) may not be entirely beneficial. Hasn't Sergei noticed that all those audio logs he's found and computers he's logged into only give him information that's relevant to furthering the mission he's been assigned? Wow, it's almost as if an algorithm is feeding him with information about what it thinks he should see and hear more of, disguising it in a way where he can't spot the manipulation. It's not as overt a form of control as a spoken command but Charles hints that humans can be directed just as easily as robots once they've all logged into the same hive-mind of information, especially if there is a way to control that information.
It's an intriguing concept, one furthered by the notion that Atomic Heart is a video game and so we, the player, have been directing Sergei's actions the entire time. So it's not just Sergei who's being manipulated to view the game's world in a certain way based on a fictional Internet algorithm, it's us too. But as interesting as it is, exploring free will through the scope of a video game's story has been done before, and Atomic Heart doesn't do anything notably novel with the concept. In fact, its protagonist actively gets in the way of this concept being explored, raging at Charles that he doesn't have time to wax poetic about hypotheticals. He can't be bothered to offer any sort of introspection because there are robots that need to be stopped and a bad guy to blame that needs killing. Over and over, Charles brings up the morality of their mission and the larger implications of what's going on, and repeatedly Sergei just doesn't care, citing that he'll leave the thinking to Sechenov. The first and second times it happens, you're hopeful that this flaw is setting up some form of character development for Sergei. When you're 10 hours in and Sergei is still spinning in the same pattern and showing no signs of growing as a person, you can't help but wonder how anyone could be this stubbornly bone-headed and annoyingly naive.
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