“You have seen the signs around you – the gradual creeping decay and dysfunction. You have realised that something is wrong with the media and the people around you. You know that you are different. This is why you’re ready to become a Receiver.”
Back in 2012, the Wolfire team released Receiver, a game originally made for the 7-Day FPS Challenge back in 2012. Armed with only an M1911A1, players needed to master the art of smoothly executing pistol reloading as they made their way through a procedurally-generated world in search of special tapes which, when listened to, help the individual to reach enlightenment in an age where mass media has infiltrated every aspect of everyday life and controls how people think and act, resulting in a Mindkill event. Wolfire submitted Receiver to the Steam Greenlight programme, and Receiver itself became available on Steam ten years ago on this day. With this release, the Wolfire Team added the Glock 17 and the Smith & Wesson Model 10 revolver. Besides its sobering message about the dangers of placing faith in the media, Receiver also proved to be the epitome of what games are about: players must learn how their pistol works to stand any chance against The Threat’s kill-drones, but even proficiency is no guarantee of survival, as kill-drones and tapes spawn randomly in the world. This came together to create an unparalleled experience where skill and luck came together in a true test of the player’s patience and knowledge. By late 2019, Wolfire announced a long-awaited sequel to Receiver: Receiver 2 would simulate all elements in a gun, and in conjunction with more evolved mechanics, also greatly expanded on the elements seen in the first Receiver. Receiver 2 is broken up into ranks, and as players level up from collecting tapes, the difficulty increases as The Threat makes handling firearms increasingly dangerous, and new enemy types are introduced. Along the way, the tapes collected introduce players to what it means to become a Receiver, the history behind the different firearms in Receiver 2, the importance of gun safety and most importantly, the significance of mental health and an alertness to the mass media’s techniques in obscuring the truth and increasing discord. With more involved mechanics and modernised visuals, Receiver 2 is a worthy successor to Receiver. One of Receiver 2‘s most surprising mechanic is the existence of the Threat Echoes, tapes containing recordings of individuals who commit suicide. Finding these tapes causes The Threat to briefly take control of the player, and it takes swift action to render a gun safe so one can survive this moment of a loss of control. As players acclimatise to Receiver 2 and grow familiar with the mechanics, collecting tapes and levelling up reveals an even deeper warning about contemporary society and the role of mass media in eroding an individual’s mental health. At the same time, Receiver 2‘s message is one of cautious optimism: despite the prevalence of media and its impact, people can still prepare themselves and overcome things with sufficient preparation.
When the Wolfire team set out to create Receiver, developer Aubrey Serr recorded the tapes’ dialogue with the intention of mirroring how cults and religions use techniques to displace one’s knowledge and replace it with another set of beliefs. By controlling information that one accesses, promises of enlightenment, reducing complex issues to black and white and demanding use of specific jargon, religions and cults seek to fundamentally change the way people think such that they lose their agency and submit wholly to that group’s control. In a curious meta-experience, Receiver also suggested that the key to undoing indoctrination was as grim as it was effective: to be indoctrinated by something else. Although the Receivers spoken of in-game also follow a cult-like set of beliefs, they are said to be enlightened, prepared to do what’s necessary and practise gun safety, giving them the tools to resist other forms of indoctrination. The irony, then, is that the Receiver has already been indoctrinated. In this way, Receiver raises interesting questions for players, prompting them to re-evaluate the world around them and in the process, become more aware of the techniques that are used to control people. Through Receiver and Receiver 2, it becomes apparent that the mass media is also complicit in thought control, employing a wide range of means to spread fear and misinformation in a bid to retain their benefactors’ position of privilege. Politicians and corporations alike have specific interests, and to ensure they retain their control over wealth and influence, use the media as a means of placating the masses. By selectively reporting on current events and reiterating specific angles, they can persuade viewers into accepting a truth. Per Receiver 2, the solution here is simple enough: one cannot allow themselves to believe the media, and must always operate with a combination of critical thinking and skepticism. Although Receiver and its successor both warn of the dangers of mass media, the lessons here also apply to social media. Originally envisioned as a means of democritising the transmission of information, social has only served to increase misinformation, polarising people further. Originally, the intention was that notable or interesting content could be promoted by means of things like “trending”, “upvotes” and “retweets”. In this way, content meritorious of being shared would become more visible, and individuals could become heard if they shared helpful, truthful content. However, in practise, extremist and polarising rhetoric spreads through social media with greater speed, and undeserving individuals accumulate more followers, karma and retweets as a result. Owing to the speed of propagation, social media ends up being even more harmful than more traditional forms of media. As people become demoralised by a constant stream of lies, memes and insults, their mental health declines. Receiver 2, however, suggests that even then, one can still find means of resisting the media’s harmful impact and improve their mental health amidst an endless stream of media. Much as how players drill constantly to master the skills they need to survive in Receiver 2, in reality, one can find merit in eating and sleeping well, exercising and practising mindfulness. When faced with political content on social media, it is healthier to approach with a skeptical and dismissive mindset, rather than accepting or responding to it. Invalid opinions shouldn’t be retweeted, but it’s also unnecessary to argue against it. In this way, Receiver 2 continues on in the footsteps of its predecessor, encouraging people to think for themselves, master what they can in their lives and using mental fortitude to critically examine claims people make – competence with Receiver 2‘s controls and mechanics will help one to advance through the ranks and learn more about the story, but the learnings also provide one with increased resilience in real life.
Screenshots and Commentary

- According to the blog archives, the last time I wrote about Receiver, it was October 2015. Back then, I would’ve been in graduate school, in the middle of the most relaxed term I’d had in the whole of my programme – that semester, I had no courses and therefore was free to wholly focus on my research project. I was very deep into Receiver, and it became my go-to game whenever I had a free moment, allowing me to become proficient with the game’s remarkable mechanics. When Receiver 2 was announced in December 2019, my curiosity was piqued. However, while the sequel looked compelling enough, the price tag was a bit of a deterrent because at the time of its release, my second start-up hadn’t been doing so well, and I felt it wasn’t a financially prudent decision to buy any new games.

- While finances would eventually be a lesser concern, I remained reluctant to buy Receiver 2 because the game had a known issue: Receiver 2 is built around a levelling system, and leaving the game would instantly cause one to rank down, wiping one’s progress. In this way, Receiver 2 was put on the back burner, and I resolved to wait until the game saw a better discount. To my great surprise, one of my friends wound up gifting me a copy of Receiver 2 during the previous Christmas, remarking it was for being there for him through some difficult times and hearing him out. I am very appreciative of this gift, and having now started the game, I am of the mind that perhaps the game was worth picking up, even at full price.

- In the present, Receiver 2 has been updated so players only lose ranks upon death, and leaving the game will automatically save the player state correctly. With this critical issue fixed, I was able to begin my journey without the fear of losing progress. The game opens with a brief tutorial, and once players collect two tapes, they are allowed to formally start things. Right out of the gates, I found myself returning to familiar locations, firing familiar firearms. A few small changes have been made: firearms will now have a probability of discharging when holstered or unholstered quickly if their safeties are not engaged, and the firearm’s capacities are restricted compared to their predecessors: revolvers almost always spawn with a blocked chamber, and magazines for semi-automatics will almost always have reduced capacity.

- Some magazines will also have weaker springs, causing them to fail to push a new round into the chamber. All of these elements demand utmost focus from players, and this was a straight upgrade from the original Receiver, where pistols were always in perfect condition and never misfired. The element of randomness is initially an impediment, and muscle memory resulted in me shooting myself more often than I cared to count. However, unlike something like Kantai Collection, where randomness is meant to punish players, the randomness in Receiver 2 is a valid mechanic, and with a bit of common sense, mishaps can be mitigated.

- The opening tutorial starts players off with the Colt Detective Special and requires they collect two tapes after learning the basics. Once the tutorial is completed, Receiver 2 begins formally, and players are given free reign to explore the map. It becomes clear that iconic locations from the original Receiver make a return in Receiver 2, except this time, everything’s been given a complete overhaul, and everything in the game looks astoundingly detailed. The apartments have always been my favourite part of the map, and here in Receiver 2, they are portrayed as comfortable, well-appointed luxury condos that I wouldn’t mind calling home.

- Receiver‘s condos had been minimally furnished and the simple visuals left much to the imagination, so seeing all of the visual improvements to Receiver 2 was the surest sign that Wolfire had put in all of the effort to ensure that this sequel was a straight upgrade over its predecessor. Upon exploring the maps further, it turns out every single section in the game’s been given an upgrade. The sections still flow into one another smoothly, but this time, there’s a small bit of variability as sometimes, doorways are blocked off, forcing one to explore alternate routes.

- Of note is how the lowest floor of the apartments now has a proper bedroom. In the original Receiver, the bedroom had been host to a very strange-looking tent, but this has now been replaced with a comfortable-looking queen-sized bed. Similarly, the floating bathtub has been properly addressed now. Beyond familiar areas, Receiver 2 also introduces an arcade and hospital, whose unique layout compels players to move cautiously through them as one searches for tapes.

- The tapes of Receiver 2 are more expressive and varied than their Receiver counterparts, but like Receiver, which claimed that repeated listenings are important towards learning the message and becoming an Awakened Receiver, over time, players will become very familiar with the tapes and their contents. To this point, I’ve ended up memorising all of the original tapes and can recite them from heart as a result of having played Receiver for the past decade. I’ve beaten the original on two occasions (once with the Model 10, and once with the M1911).

- I originally received Receiver as a complementary gift for having purchased Overgrowth, and while Overgrowth was still in development, I played the heck out of Receiver. After beating the game twice, my interest somewhat waned as I moved on to other games, but in 2019, Wolfire announced that they were going to give Receiver an overhaul, updating the game code so it was compatible with the latest version of Unity. This allowed Receiver to use the lighting effects that were only available in newer versions of the engine and showed Wolfire’s commitment to their game. I did find that following the update, Receiver became significantly more difficult as the game began spawning more kill-drones.

- Since 2015, I haven’t been successful in collecting all eleven tapes, but I have dropped in here and there to play the game on occasion, and this has allowed me to retain my ability to reload weapons swiftly here in Receiver 2. For the most part, the key bindings are the same, so I’ve had no trouble reloading the Detective Special and Model 10. After ranking up, I also unlocked the original game’s M1911A1 and Glock 17C. The M1911 was my favourite weapon in Receiver owing to its reliability and ease-of-use: it hits harder than the Glock 17 but has a higher firing rate and capacity compared to the Model 10. The Receiver 2 incarnation is a bit of a loose cannon: lacking a safety, the gun is prone to discharging when holstered and unholstered if one isn’t cautious.

- Learning the techniques for safely handling each pistol means that over time, the starting weapon becomes less of a impediment: if I were to use the Glock, holding the key for holstering a weapon allows it to be put away or pulled out without a risk of misfire, and at higher levels, removing the magazine and ejecting the chambered round will render it safe. In this way, although Receiver 2‘s randomness may still present some challenge, having skill (in the form of knowledge) mitigates some of the risks, similarly to how in reality, where luck may always be a confounding factor in one’s endeavours, but in spite of this, the presence of skill allows one to tip probability in their favour.

- This is, incidentally, my definition of luck and skill. For a given situation, skill refers to the set of variables one can control for in a reliable fashion through experience and knowledge, and luck refers to the set of variables outside of one’s control. A situation that is skill-dependent is one where, the better one’s knowledge and experience are, the better their odds of success are, and a luck-dependent situation is where probability dictates the outcome, independently of one’s knowledge and experience. In complex, real-world scenarios, luck and skill both come into play. I hold that sufficient skill can offset poor luck, and at the same time, good luck is no substitute for skill.

- Receiver 2 and its predecessor become excellent examples of the interplay between luck and skill. Luck is where the resources and kill-drones spawn, while skill is how well one can manage their weapon and operate safely. A skilled player will be able to adapt to the stochasticity in where kill-drones and tapes spawn more effectively, improving their odds of completing a rank. Although some spawns will definitely tilt things against the player’s favour and even result in death, a skilled player simply has reduced odds of dying to a kill-drone.

- Befitting of a sequel, the HUD in Receiver 2 is more refined but otherwise has the same layout. In the original Receiver, inventory is displayed on the lower left hand corner of the screen, and the tape count was shown in the upper right. However, depending on spawns, one could carry as many magazines and flashlights as there were number keys, and this sometimes resulted in a row of flashlights stretching out across the bottom of the screen. Receiver 2 limits the players to five items, minimising screen clutter. Tape counts are now displayed in the lower right-hand corner, and there is a clearer indicator of when a tape is being played.

- Originally, weapons were holstered into the inventory, but Receiver 2 moves the holster to the right-hand side, giving the pistol its own slot. Help is rendered by means of a menu on the upper right hand side, just like Receiver, but here in Receiver 2, the game helpfully displays a text overlay if something unexpected comes up during the earlier levels. Recommended keystrokes are overlaid on the screen if one’s weapon runs out of ammunition or jams, giving one insight into what they can do to unstick themselves from a problem.

- The earlier iterations of Receiver 2 did not display an indicator as to what stage one was on, but later versions include an icon. Here, I’ve started out at the Baseline rank, and in the screenshot below, I’ve been promoted to “Asleep”. Ranks break Receiver 2 up into a more manageable state: the original game simply required players collect eleven tapes in a single sitting, and this made the game remarkably difficult. Moreover, because one couldn’t save, one had to complete sessions all at once. Conversely, Receiver 2 allows players to now break their sessions up, and with the save feature working, it’s possible to collect half the tapes at a given level and exit the game to do something else, then return later.

- Altogether, while Receiver 2 is more involved than its predecessor and features more complex mechanics that can prima facie prove frustrating even to Receiver veterans, Receiver 2 is a direct upgrade that adds many quality of life improvements to balance out this difficulty. Being able to save mid-session is the feature I most value; during graduate school, I often had to give up a perfectly good session in favour of other obligations, but in the present, I can hop into a level, collect one or two tapes and exit to tend to other tasks, then return exactly where I left off later.

- Here, I make my way carefully through the mechanical room filled with tanks. Receiver‘s rooms were seemingly arbitrarily designed, and in Receiver 2, all of the classic spaces make a return. However, with improved art direction, Receiver 2‘s spaces are logically designed and give a greater sense of purpose. One is making their way through an intricate labyrinth of interconnected buildings, some of which are under construction, and thanks to clever design, all of the spaces flow together better. Outside, Receiver 2‘s skybox and environments have also been overhauled.

- Here, I’ve managed to spawn in with the Desert Eagle, which is unlocked for being promoted. Players universally agree that, between the small magazine size (only seven shots with a good magazine), heavy recoil and low fire rate, the Desert Eagle is one of the most difficult weapon to use in Receiver 2. However, the Desert Eagle’s limitations are offset by the fact that, on a per-shot basis, it’s the most powerful pistol available in the game: a single shot will be enough to disable a turret, and the .50 calibre rounds have enough energy to knock turrets over. In fact, the in-game tape describes the Desert Eagle as a pocket assault rifle.

- While careless players will instantly die when the weapon misfires if not holstered/unholstered properly, the Desert Eagle does have a safety, so flipping the safety and holstering the weapon will eliminate any chance of ending one’s round prematurely. Here, I collect five tapes and take a breather to let the tape play; when all of the requisite tapes for a rank are collected, players are transported to a new rank, given a different weapon and go through the process again. However, ranking up means encountering new enemies, reduced available resources and more challenging spawns. The shock-drones make an appearance at the “Asleep” level, and beyond this, foes like armoured turrets and ceiling turrets begin showing up.

- In classic Receiver, the skybox of the city surrounding the game world is a modified image of Hong Kong. In the skybox, buildings like the Jardine House and Bank of China Tower can be seen. I imagine from an art standpoint, being a glittering, futuristic metropolis, Hong Kong made sense from an aesthetic perspective. In a bit of irony, a year after Receiver was released to the Steam Store, protests in Hong Kong, motivated by electoral reform, paralysed the city. When the original protests did not have any tangible change on the city’s government, dissatisfaction from this would create the very scenario that Receiver describes; following a proposal to implement an extradition bill, some people acted on the cult-like belief that violence was the only way to affect positive change, resulting in the 2019 riots.

- Receiver 2, on the other hand, is set in a generic metropolis with buildings of a North American design. However, Receiver 2’s backgrounds are rendered with 3D objects now, rather than using a skybox. This creates a greater sense of immersion in the game, since the surrounding city now feels more tangible. The improved visuals also allowed Wolfire to add new effects: at the lower ranks, it’s nighttime, but a fog begins rolling in as one levels up. Lightning and thunder soon appear, and by the time players reach the penultimate level, the city has fallen into decays as fires rage in the buildings.

- Here, my Desert Eagle has jammed after a cartridge failed to eject. Clearing it is a simple matter of removing the magazine and pulling the slide back, although in some cases, it is possible to clear a jam by pulling the side back and dislodging the cartridge. After weapons are unlocked, players will retain them, and that means even at lower ranks, unlocks persist. In the baseline level, the most common tape players will find deals with how anyone who is aware of the problems with the media is on the first step towards becoming a Receiver.

- I am very fond of this tape, since there is truth in the statement: there is definitely a problem with the media, and for this reason, any time I hear about international current events, I regard the media’s interpretation of an event with a grain of salt and stop to consider what the implications are if the media was, in fact, being truthful (nine of ten times, their opinions fall apart when a bit of logic is applied). People are generally aware of media bias and untruths, but what is truly disturbing is that adults under thirty nowadays report that they regard all news from social media as having equal or greater trustworthiness than news from traditional media. While these people report that the “unfiltered” nature of Twitter and Reddit news makes it more trustworthy, there’s absolutely no way to easily verify if something is true or not.

- By their nature, social media is not anything approaching reliable or trustworthy precisely because it is unfiltered. Social media is singularly responsible for increasing polarisation and ignorance in society, partially because anyone can create an account, use underhanded means to accumulate followers and gather retweets to give the impression of trustworthiness. Groups of coordinated individuals can also game visibility algorithms to push lies long before verification can be done, creating mass panic. In response to this stuff, I regard all social media trends as false until later proven correct, and I never share anything that’s remotely related to politics.

- I am of the mind that Twitter’s “retweet” feature should be outright disabled for political content: originally meant to let people share content quickly, retweets have become the self-proclaimed political pundit’s most indispensable weapon – allowing people to effortlessly share what amounts to political opinion is precisely why misinformation has become such a pandemic. The very presence of retweets significantly degrades Twitter, since they’re treated as a social currency of sorts: quite simply, someone with more retweets is regarded as being more trustworthy, and as a result, people will go to extraordinary lengths to accumulate retweets, even if it means saying something incendiary and untruthful. On the other hand, non-political content should not be penalised in any way: there is nothing wrong with sharing artwork, release dates, relevant blog posts and travel photos.

- When one judges trustworthiness of political content on the merit of reputation and retweet counts alone, they are more prone to be misinformed. In this way, those that say they “do their own research” aren’t usually any better informed than those who watch the news – there are some folks out there who read into things on their own and place their trust in a source simply because they appear reputable, then end up drawing wrong conclusions. AnimeSuki’s “ramlaen” and “mangamuscle” are both examples of this – the former continues to believe the 2020 election was “stolen”, while the latter argues that, because his knowledge of the conflict in Ukraine surpasses those of military experts, NATO should consider a nuclear exchange as a means of sticking it to Vladimir Putin, even though such an action would result in mutually assured destruction and do little more than highlight mangamuscle’s ignorance.

- Towards the end of my time at AnimeSuki, I noticed that the political discourse was running out of steam. At the height of the global health crisis, people like ramlaen and mangamuscle were posting multiple times a day, reminding other forum-goers that everyone besides them were wrong about everything constantly, but by the end of last year, these individuals began posting with decreased frequency. This is because the effort of trying to convince people of untruths is an exhausting and unrewarding one, and I imagine that even for those with unlimited leisure time, thinking about politics constantly must be nastily exhausting. I’ve never bothered to stoop to their level and argue against them on the grounds that my time is worth a great deal more than theirs.

- One interesting statistic I noticed was that more highly-educated individuals actually tend to make more mistakes as far as understanding foreign policy is concerned. This is because individuals with more knowledge and exposure also tend to be more confident in their ability to parse and handle information. In the realm of science, for instance, repeatability and sample size is a critical part of all research. If a pattern or observation is made repeatedly, then there might be merit to supposing there is a correlation, and if the evidence is particularly strong, claims of causation might become possible. Applying this in the context of parsing political information, if all one hears on the news is the same message, then the rational part of the mind would be inclined to say, since all of the sources make the same observations, then the claims must have some merit.

- In reality, media collusion exists, wherein media outlets will agree on a single narrative behind closed doors so that a specific message is conveyed. This is why when news becomes available at different outlets, they often contain copy-pasted text, and the end result is that even educated individuals would fall into the trap of believing the media (or social media). More knowledgable individuals are actually harder to convince of their wrongness because they have more faith in their cognitive and reasoning, and in the case of AnimeSuki’s two self-proclaimed political pundits, both are in the IT industry, the same as myself. However, both allow their own prejudices and conviction in their superior intellect to render them oblivious to the fact that the information they’ve gathered could have significant flaws, whereas I am aware of the limits to my own knowledge and are respectful enough not to add to the noise.

- Receiver 2 suggests that making good decisions is not a matter of intelligence, and instead, comes down to a matter of common sense. If one pauses to ask about the consistency of a given claim, it may be the case that the claim is self-contradictory or falls apart. Rejecting the media’s claims and refusing to agree with them in the absence of consistent, solid evidence is something we should be permitted to do in a free society. Seeing organisations like Anime News Network disagree is actually quite telling. In one tweet from their editorial director, it was claimed that “attacking ‘the media’ – even tiny niche publications like ANN – as some kind of monolithic evil has, historically, been proven to get you a whole lot of likes and subscribes…but…you’re demonstrably going to get one of [their number] killed”. In this case, said editorial director hid behind journalistic integrity as a shield to deflect criticisms surrounding Anime News Network’s modus operandi, and when I challenged him, I was swiftly blocked.

- This action proved to me, beyond any doubt, that Anime News Network’s goal is, first and foremost, to control what people think about anime. It struck me that, if a “tiny niche” outlet couldn’t be trusted to talk about something as trivial as anime in a fair manner, then larger publications certainly had no trustworthiness when it came to things like foreign events (especially where special interests are involved). Back in Receiver 2, I’ve managed to rank up. Observant readers will have noticed the level logo becoming more detailed as I rank up. Ten hours into the game, I’ve become a little more familiar with where things spawn, and one of my favourite cues is how the game uses audio to indicate a tape’s location. Tapes now spawn anywhere, and one can hear vocalisations that become progressively louder as one becomes closer to the tape.

- On my best run, I ended up making it all the way to the final rank, “Awake”. Along the way, I unlocked the Beretta 92/M9. This pistol’s slide design is such that cartridges are less likely to jam (resulting in what’s known as a stovepipe malfunction), but the magazines are of a poorer quality, so the weapon will sometimes fail to feed. While all of the 9mm semiautomatic pistols work on similar principles in Receiver 2, there are nuances that need to be learnt, and depending on one’s knowhow, some guns will initially appear to be more reliable than others.

- During one particularly challenging segment, the Beretta I was using suffered from a faulty magazine spring that caused rounds to constantly fail to be loaded. This meant after almost every shot, I needed to tap the magazine and pull the slide back to manually chamber a round. In moments where I only had a lone kill-drone to deal with, this wasn’t a problem, but in later levels, the shock drones begin appearing. Unlike their Receiver counterparts, shock drones can now be shattered by individual rounds, and while they are still dangerous, leaving them immobile and giving them distance is a good means of conserving on ammunition.

- Receiver 2 introduces the idea of hacking turrets and drones. If one’s weapon is holstered, they can disable a kill-drone by hacking into it. This fully disables a drone and is an excellent means of conserving on ammunition, as well as minimising the risk of discharging a firearm at close range. Bullets can ricochet off surfaces and injure the player, and firing through windows can cause shards of glass to fall that can cut the player. While one is at full health, these hazards are survivable, but carelessness will result in failure. Here, I manage to collect four tapes and rest in one of the apartments while letting the tape run to completion. A reassuring piece of incidental music plays on every successful rank up, giving players a chance to decompress before the next level is loaded.

- As one progresses, the environment in Receiver 2 subtly changes. A thunderstorm grips the map, creating a grim atmosphere, and towards the end, it does feel like the apocalypse, as fires rage through the city and the skies glow red. At the penultimate level, I’ve unlocked the SIG Sauer P226, Domovoi Butler’s preferred weapon. SIG Sauer is also John Clark’s preferred pistol brand: in Tom Clancy’s novels, Clark typically carries the P220, which is chambered for the .45 ACP round. This weapon is generally reliable, but differs from the other semiautomatics in that it uses a lever to de-cock the hammer. Once the weapon is de-cocked, it is safe to holster.

- The high stakes of the later levels comes from the fact that, even though there are fewer tapes to collect, the amount of danger has increased. The Threat’s presence is far stronger, so there’s more kill-drones around, resources are more limited, and firearms are more prone to malfunction or misfire. On my first run of the penultimate stage, I somehow managed to make use of the SIG Saucer and managed to reach the end of the level. Along the way, some of the tapes I picked up contained content that was a callback to the original Receiver.

- Although Receiver never specified what a fully-awakened Receiver is like, the game offered enough detail to suggest that in an Awake state, Receivers are able to differentiate between fact and fiction and can make their own decisions to affect positive, effective survival. Here, I collected the last of the tapes needed to reach the final rank, and for players who get this far, Receiver 2 will lock them to the Colt Single Action Army (SAA). The Colt SAA is the single most difficult gun to use in Receiver 2, since rounds can only be loaded and extracted one at a time. On my first playthrough, a lack of knowledge in how to operate the Colt SAA meant my run didn’t last long, and even though there’s only three tapes to collect, kill-drones are now so numerous that I wasn’t comfortable in entering a situation with the tool at hand.

- In the end, I entered one of the apartments, pulled back the hammer, took aim and pulled the trigger, only for the gun to fail to fire. I was spotted, the turret fired, and I was instantly demoted. A series of unfortunate mistakes would then send me all the way back to the baseline rank. Of course, now that the Colt SAA is added to the pool of weapons, I’ll have a chance to train myself on how to use it, and return to this top level in the future, ready to win. My initial thoughts on Receiver 2 are extremely positive, and for me, the Receiver games represent the sort of game that I respect: with a high skill ceiling and a remarkable narrative that covers firearm safety, mental health and maintaining a healthy skepticism of all forms of media, Receiver 2 is a worthy successor that acts as the thinker’s game.

- What makes Receiver 2 so enjoyable is precisely because it is able to disempower players through the skill curve to create challenge, but at the same time, encourage players to train and improve so that there will come a point where skill can help even the odds, allowing one to prevail. In short, Receiver and its sequel, Receiver 2, rewards effort while saying something meaningful at the same time, making it a frontrunner in what games should strive to do for their players. For now, I’ll wrap the discussion up here; I do have plans to write about the mental health aspects Receiver 2 strives to convey in the future. Next August will mark the ten year anniversary to the release of Depression Quest, which had no business in calling itself a game and found itself entangled in all sorts of controversy as a result of unwarranted praise. Receiver 2 does everything this title could not, and I expect that by then, I’ll have completed Receiver 2 at least once to unlock all of the tapes and their messages, leaving me in the best possible position to discuss what Wolfire succeeds in doing with Receiver 2 when Depression Quest had utterly failed.
Ten hours into Receiver 2, I’ve become more comfortable with operating the new pistols that join the roster. Receiver originally had three weapons available to players, but here in Receiver 2, the Colt Detective Special, the Desert Eagle Mark I, the Beretta M9, the SIG Sauer P226, the Hi-Point C-9, and the Colt Single Action Army all become available. Different weapons have different handling traits, and because of the dangers The Threat poses, players are encouraged to learn weapon safety as soon as they begin. Whether it’s removing the magazine and ejecting any chambered rounds for weapons lacking safeties, leaving the hammer un-cocked for revolvers and flipping weapon safeties on for some semi-automatic pistols, small actions taken can go a long way in keeping one alive: weapons will now misfire when mishandled, and this can end an otherwise solid run. Some tapes will remind players of how important it is to check their targets before firing, never flinch in anticipation of a gunshot, and treat every firearm as though it was loaded. This primer on gun safety, as well as how to render a firearm safe (or armed) from any state, is a reminder of how dangerous they are. With this improved knowledge about Receiver 2‘s weapons, which do indeed simulate every part of a weapon (shell casings may occasionally fail to eject properly, and rounds may fail to load), it’s become possible for me to advance further: I’ve managed to reach the Awake level in a relatively short amount of time, and while I was helped by a prior knowledge of Receiver‘s mechanics, there’s enough going on in Receiver 2 so that returning players will need to spend a bit of effort to familiarse themselves with the additions to the game. For folks who’ve put in the hours, Receiver 2 becomes a superb extension to the first game, and since Wolfire has long addressed a critical bug, in which players level down if they quit, Receiver 2 has become a very enjoyable title that simultaneously informs players of the importance of weapon safety, mental health and the media’s efforts to brainwash, as well as providing a game that genuinely challenges one’s skill. Contrasting multiplayer games, where players can install software to gain an unfair advantage over other players, there is no substitute for skill and competence in Receiver 2; every smoothly-executed reload, and every level cleared en route towards reaching an Awakened state, is satisfying, reminiscent of how in real life, preparation and knowledge can turn a life-threatening situation into a manageable one.