In just a few days, Starward Industries will release the highly anticipated video game adaptation of the renowned Polish author Stanisław Lem's masterpiece, The Invincible. Comprised of talented individuals from CD Projekt Red and Techland, the development team has made slight modifications and introduced key changes to honor Lem's enduring legacy. As an example, players will embark on an enthralling journey alongside a new protagonist named Yasna, who experiences similar events on the captivating world of Regis III, mirroring Lem's original protagonist, Rohan.
Early previews of The Invincible have garnered tremendous praise for its captivating blend of retro sci-fi gameplay and compelling narrative, while its stunning visuals have further impressed audiences. However, it is important to note that not all potential players may be acquainted with the exceptional literary contributions of Lem. Often regarded as a trailblazer in Polish literature, Lem's significance is akin to that of iconic figures such as Edgar Allan Poe, Herman Melville, and Ralph Waldo Emerson in early American literature, as well as William Wordsworth, Samuel Taylor Coleridge, and William Blake in British Romanticism. One of Lem's distinctive attributes is his astounding ability to forecast the future, having accurately predicted concepts like drones, the internet, virtual reality, artificial intelligence, and more.
Adapting his work into movies has proved to be a difficult task in the past. This challenge was so significant that, prior to Starward, no attempt had been made to adapt his work into the video game realm. The Invincible is the very first attempt, which not only poses challenges within the gaming industry but also requires the accurate portrayal and tribute to Lem's literary works. Our website recently had the opportunity to speak with several developers at Starward regarding their approach to The Invincible and preserving Lem's legacy.
Who is Stanislaw Lem?
Lem, born in 1921 in Lwów, the interwar Poland which is known as Lviv, Ukraine today, initially pursued a career in medicine. However, due to his personal aversion to blood and the outbreak of World War 2, he decided to abandon this field. Fortunately, with the help of forged documents, Lem's family managed to avoid the agonizing fate of living in the ghetto – an opportunity that Lem acknowledged as a life-saving privilege. During this period, Lem worked as a car mechanic and welder, occasionally resorting to theft from Nazis in order to support the Polish resistance. Once the war concluded, Lem's family relocated to Kraków, where it became evident how the formative years of Lem's life were overshadowed by war, atrocities, and the darkest aspects of human existence.
He began his literary career in the 1940s, publishing a wide range of works that included poetry and his very first science fiction novel. Throughout his life, he continued to release new works, gradually establishing himself as a respected figure in the field of futurology. Furthermore, Lem quickly gained recognition as an influential author among his fellow Polish writers, earning their admiration for years to come. However, he faced numerous challenges along the way. Some of his early works were censored by the communist regime, and Lem himself would later criticize certain aspects of his writing due to the imposed ideologies. Nevertheless, he managed to express his own beliefs in his work.
Following the Polish October movement in 1956, which marked a significant political change and increased freedom of speech in the country, Lem's literary output became more prolific. Over a span of three decades, he focused on writing science fiction as well as various essays. Notably, in 1964, Lem published The Invincible, a pivotal work that marks a connection between Starward Industries' current adaptation and the events of 60 years ago. Additionally, he released Summa Technologiae, a compilation encompassing his philosophical beliefs and thoughts about the future.
Lem's frequent relocations in the late 1970s and early 1980s did not deter him from continuing his work on philosophical and hard science-based essays. Throughout this period, he also conducted numerous interviews, persisting until his passing in 2006. In one of his final interviews, Lem delved into the impact of space travel on humanity, explored the proliferation of misinformation prompted by the ever-expanding information technology industry, and touched on various other topics. The relevance of his insights and predictions remains strikingly unchanged, prompting Starward Industries to adapt his work. While early 1900s literature often receives criticism for being uninteresting, unrelatable, and irrelevant, such notions do not apply to Lem, who foresaw modern-day issues like artificial intelligence and the dissemination of misinformation.
To commemorate his legacy, Poland has designated 2021 as Stanislaw Lem Year, with many of his works still receiving accolades today. In our interview, Starward Industries' CMO Maciej Dobrowolski eloquently conveyed the significance of Lem's contributions to Poland, underscoring the unwavering dedication of the development team.
Stanisław Lem, a national literary pride, was not an obvious choice. The writer, futurologist, and philosopher aptly likened himself to the "Casanova of science," a description that truly reflected his reality. He exhibited a remarkable ability to envision contemporary inventions, such as drones, audiobooks, smartphones, and the internet. Among the greatest achievements in the science fiction genre, Lem's book "Solaris" stands alongside the works of Wells, Stapledon, and Dick. It is worth noting that Lem possessed a distinct and recognizable style characterized by a blend of grotesque humor and profound cognitive pessimism.
All of this highlights the fact that Lem not only produced an impressive body of work but did so during significant moments in Polish history. CEO Marek Markuszewski would attest that adapting The Invincible felt like "destiny," drawing many developers to this team out of their love for Lem. However, the pressure to do justice to his work must be immense.
Adapting Lem's Work into a Video Game
Inspiration can come from anywhere, a fact that every artist, regardless of their medium, is acutely aware of. In the case of Starward's debut game, this spark of creativity derived from a simple conversation. A colleague had recommended Markusewski to delve into Lem's The Invincible, and although he was already familiar with Lem's body of work, this particular novel was a new discovery. The enthralling narrative captivated him to such an extent that he devoured the entire book in just two nights. It was at that moment that Markusewski, with his inner game developer intuition, knew that the story possessed all the necessary ingredients for a mind-blowing sci-fi game.
Markusewski mentioned that the birth of Starward was fueled by a great deal of determination and aspirations, along with a series of fortunate coincidences – a fairly common narrative in the gaming industry. Lem played a central role in rallying all the developers to collaborate on this project. According to Markusewski, "Lem acted as a magnet for numerous developers who joined our studio. It was through him that we crafted our unique visual art style. The game itself, inspired by Lem's concepts, serves as a contemporary commentary on reality." Naturally, paying tribute to Lem's legacy involves respecting the wishes of his family. Therefore, Tomasz Lem (Stanisław Lem's son) was kept informed about the progress of pre-production and production, as well as the studio's intended revisions to the story. Specifically, the decision was made to replace Rohan with Yasna as the game's protagonist.
Adapting Lem's work poses a challenge due to its dense philosophical messages and his unique style. The 2002 film adaptation of Solaris, his most famous novel, received mixed reviews, with the common belief that novels are often better than their movie counterparts as readers can tap into their own imagination. Starward took on the task of bringing Lem's The Invincible to life, approaching it with dedication and a simple goal - allowing people to experience the breathtaking world Lem had created through a different medium.
While filling in the gaps may seem daunting, we spoke to art director Wojciech Ostrycharz to find out what questions the studio would have asked Lem if they had the chance. Two questions stood out. The first revolved around Lem's philosophies and whether he saw any hope and empathy within humanity's pride and determination to explore the future and other worlds. The second question focused on the undefined elements in the book, like forms, shapes, and methods of operation. Ostrycharz emphasized that the lack of concrete descriptions only fueled their creative imagination.
In paying homage to Lem's legacy, Ostrycharz further emphasized that Lem's spirit and memorable quotes permeate the gameplay. The game's promotional slogan, "Not everything everywhere is for us," serves as a fitting tribute to Lem. Moreover, the game features various subtle nods to Lem, providing multiple Easter eggs that draw inspiration from his works. Our aspiration is that our game will contribute to Lem's enduring influence, inspiring a new generation to delve into his books and become captivated by the enchanting worlds he created, just as we have.
Starward Industries' The Invincible
The upcoming release of the retro sci-fi adventure game, The Invincible, is a testament to the passion of each developer we interviewed. Their enthusiasm extends beyond the game itself to encompass Lem's enduring legacy.
Art Director Ostrycharz on Choosing and Changes to Lem's The Invincible
Presenting the narrative from an alternative viewpoint sought to attract both readers of the book and those who are unfamiliar with it, encouraging those unfamiliar with Lem to explore the original work. Additionally, we deliberately refrained from directly translating Lem's character Rohan into the language of the game, recognizing the character's significance to readers and acknowledging the unique opportunities and limitations of the gaming medium. The pivotal factor that influenced our selection of "The Invincible" as the source material is the book's profound relevance. Both the book and the game strongly emphasize themes of anti-imperialism, anti-colonialism, the boundaries of human knowledge, and reverence for nature, even when it is alien and beyond comprehension.
Writer Piech on the role of Evolution in Lem's Work and The Invincible
Both the book and the game revolve around the concept of evolution, interpreted in a literal sense. The game allows us to delve into the phenomenon of evolution, examining it, seeking to comprehend its intricacies, and offering our own insights. Additionally, we are faced with choices regarding how to navigate this evolutionary process. At a psychological level, our character undergoes transformation as we immerse ourselves in Regis III.
CEO Markuszewski on Necroevolution in The Invincible
serves as a crucial element in the game. In order to prevent spoiling the players' experience, we won't delve too deeply into it. However, I can disclose that it sparks meaningful and thought-provoking discussions that captivate the players.
Players are not required to have prior knowledge of the book. Nonetheless, we would be delighted if they opt to read it subsequent to playing our game and then revisit the experience. It is our aspiration for as many individuals as possible to discover the insights of Lem. Moreover, for those who are acquainted with his work and derive pleasure from the writer, they will discern and appreciate the subtle intricacies ingeniously concealed within the Easter eggs.
Writer Piech on If Players Need to Be Familiar with the Book
The Invincible Gameplay
There are 11 unique endings available in the game. A few of these endings are directly taken from the book, while others are creative narrative solutions that complement the progression of the story, gameplay, and are dependent on the choices made by the player.
In The Invincible, the passion that goes into the overarching storyline, narrative, and art is also skillfully integrated with gameplay. The game draws inspiration from Lem's work and other renowned games like Firewatch, Alien: Isolation, and Road 96. For example, the team was inspired by Firewatch's use of walkie talkies for communication between Yasna and her astrogator, Novik. Alien: Isolation influenced the suspenseful atmosphere and ongoing threat on Regis III, shaping the overall design and exploration experience. Likewise, Road 96 played a direct role in shaping the game's character profiles.
One of the most crucial mechanics in The Invincible is its dialogue system. Through this system, players have the ability to shape Yasna's character, form their own opinions on unfolding events, and engage in interactive and challenging conversations with the astrogator. This feature adds substantial replay value, as the game presents different decision-making opportunities and multiple endings. Mariusz Antkiewicz, the gameplay designer, further explains that the choice system in the game aims to emulate real-life decision-making, enhancing the immersive experience.
Sometimes, naming formations on Regis III is simply for enjoyment, while other times it can shape relationships and impact future actions. Even seemingly insignificant choices can have significant consequences later in the game. So, caution is advised if players desire one of the multiple endings to be proud of.
All of these experiences occur as players search for the missing crew members scattered across Regis III, leading to inevitable conflict. Although combat is not the main focus of The Invincible, it still plays a role. Players will have access to the powerful Weyr gun and may even encounter a notable weapon from the novel. Additionally, they will have various atompunk devices, including a tracker, telemeter, lunette, and detector, to aid in their exploration of Regis III. A rover is also available for traversing the planet's surface. It should be noted that there is more astroequipment in The Invincible than what has been mentioned, leaving players to uncover them on their own.
While fans won't have constant robot companions on their mission, they will come across different robot companions during the game. Paciorek mentioned an interesting encounter with a helper androbot that is meant to assist in everyday life in an astrobase, even though there are no humans around for it to actually help. Paciorek also hints that seemingly pleasant encounters like this may have hidden depths.
However, in a certain point of the game, you will find that you are more valuable to the androbot than it is to you...
The Invincible's narrative is undeniably dense, brimming with adventure-focused atompunk gameplay that captivates. While its hard sci-fi approach may not appeal to everyone, those who connect with it will undoubtedly reap abundant rewards in terms of storytelling, gameplay, and beyond.
The Invincible is an immersive adventure game that draws inspiration from the thought-provoking hard sci-fi works of Stanislaw Lem. Players will assume the role of Yasna as she embarks on a thrilling journey through the mysterious world of Regis III. Armed with various tools, they must navigate their surroundings, locate their lost crew, and confront unexpected dangers.
Release Date: November 6, 2023
Platforms: PC, PS5, Xbox Series X, Xbox Series S
Developer: Starward Industries
Publisher: 11 Bit Studios
Editor's P/S
As an enthusiastic fan of Stanisław Lem, I am thrilled to see the release of The Invincible, a video game adaptation of his classic novel. Starward Industries has done an incredible job of capturing the essence of Lem's work, while also making it accessible to a new generation of gamers.
The game's narrative is captivating and thought-provoking, and the visuals are stunning. I particularly appreciate the way the developers have paid tribute to Lem's legacy, by including references to his other works and by staying true to the spirit of his writing.
I believe that The Invincible is a must-play for any fan of Lem's work, and I highly recommend it to anyone who enjoys science fiction games. It is a fitting tribute to a legendary writer, and I can't wait to see what Starward Industries does next.