Pokemon Uranium's Edgy Story
[SPOILERS AHEAD]
I talked briefly about the story of Uranium in my review of the game: what I think it does well, and what I think does push it into gratuitous edge, and I think it bears a little expansion as well.
Like I said in the review, itâs not the presence of the nuclear radiation, nor the plot of fighting back nuclear fallouts that makes this game edgy. On the contrary, I believe the handling of nuclear radiation as a concept by the plot is pretty well handled.
The impact of a power-plant melting down is always felt immediately, and with the gravity of that situation on full display: the nearby cities are evacuated, the local rangers have to go into overtime doing damage control and quashing the incoming wave of savage, irradiated pokemon, and eventually the situation grows desperate enough that you need to help push back the horde.
A lot of pokemon games really donât convey the stakes of whatâs going on when the plot kicks in; the inaction of Cynthia on Spear Pillar, the stagnant indifference of Hoenn to the fluctuating weather, the lack of meaningful response or impact of Team Rocketâs Goldenrod takeover; in contrast to all of that, once powerplants start blowing up in Uranium, the whole world around it shifts in immediate response. It reflects the gravity of the situation, but doesnât quite leave the tonal range of the game.
Unlike the behavior of the main antagonist. To briefly summarize, in the end of the game, the main villain is revealed to be your long lost mother: Lucille. Ten years before, she locked herself in the stasis chamber to save the gameâs box legend: Urayne from a meltdown specifically orchestrated to destroy it because the guy in charge of the program wasn't happy it was developing a personality, and the international police were on their way to investigate their super illegal research.
Later, when your trustworthy and responsible father sends you to explore the ruins of that powerplant, you inadvertently unleash the duo from stasis, and since Urayne needs nuclear fuel to survive, they attack the powerplants to obtain the fuel. In the final moments of the game, itâs revealed that she was always motivated by keeping the vulnerable Urayne she helped create safe and alive, but that the ten years in semi-conscious stasis did a major number on her mind, making her lose touch with herself, her memories, and her empathy. Itâs an ending that paints her as broken, sympathetic, and desperate.
So why in the fresh hell is she reveling in cruelty and murder? During her three scenes where all we know her as is CURIE, sheâs a megalomaniacal menace, laughing at the weaklings that dare to oppose her, raving about world domination and unlimited power. This is not the characterization of someone whoâs desperate and driven to extremes.
They do try to explain her behavior: it's said that being hooked into the neural link that her suit has with Urayne for so long produces mental degradation that drove her insane, and that her hatred of the director that called for the death of Urayne spread to all of humanity, but neither of those changes are something that believably flow from the caring mother this character needs to fundamentally be in order to be redeemable from this dark low.
This is why I say her writing is the reason this game is still so edgy; the conflicting desires for a dangerous pure-evil villain and a reunion with your long lost mom who was actually the villain - both edgy plot elements but serviceable on their own - clash horribly to the detriment of the story as a whole.
Now, with a lot of stories I have issues with the final execution of, I think thereâs not really a correct way to fix it; there are a lot of different potential solutions that couldâve been explored, which may or may not be more satisfying than what we got. In this case, I think itâs much more straightforward; the writers of this story were so agonizingly close to something genuinely compelling, and I do believe there is a right answer for how to fix up this story. Reason being, the potential change I see doesnât require CURIE to do anything different at all. All it requires is her to say different things. Itâs just a shift in CURIEâs characterization from an enraged, power-hungry monster, to a cold, unstoppably-determined survivor.
In her first scene, rather than reveling in causing suffering to the people opposing her, write her as coldly fixated on her objective and willing to bash anything out of her way to achieve it. Sheâll do whatever she needs to to get the rangers to give her the fuel, then sheâll do whatever she needs to to escape the situation when Interpol has her on the back foot. In the climax, rather than having her basking in the unlimited power that theyâve obtained, have her reveling in the seemingly unlimited source of life that sheâs found for Urayne, and viciously determined to protect it. As for her second scene, ranting to you about using you as a hostage bargaining chip to exchange with the rangers for fuel, I frankly couldnât help myself. I ended up rewriting her entire monologue myself back while under the illusion that Iâd be turning this into a YouTube series. Hereâs what I came up with.
After navigating the radiation blasted corridors of the melted-down Plant Zeta, you cross one final bridge before your hazmat suitâs shielding can give in. Waiting for you on the other side is the pair that attacked Plant Omicron: Urayne facing you, and CURIE facing away. As you step onto the landing, CURIE begins to speak. "...just as I thought. Here you are." "Urayne. Do it." A wave of nuclear energy washes through the room, and the bridge behind you collapses into the nuclear waste below. CURIE turns to face you. "I wonder what it wouldâve taken for you to rethink this foolhardy quest." "How low would I have needed to stoop in order to frighten you away?" "Regardless, you have my thanks for coming here." "The rangers will be far more likely to cave to our demands..." "...with the child of the chief in our custody."
They turn away from you again, looking up at something behind them. "Look here: at your friend." The screen pans up behind CURIE, revealing an active stasis chamber with Theo inside. "Heâs not dead; heâs only in stasis." "He is unaware, but conscious. Neither awake, nor asleep." "His thoughts are suspended at the very moment he entered the chamber." "What could he be feeling? Pain? Fear? Confusion? Anguish?" "A single miserable moment, drawn out for an eternity..." The screen pans down again, but CURIE continues looking in the direction of the stasis chamber. âIt is a truly hellish thing your friend is enduring..." "...but it is only a fraction of what we endured." "And now, it will be your hell to endure with him." CURIE turns around to face you directly. "It is a shame you must be put through this," "but this chamber is the only way to keep you alive here, as our hostages." "If itâs any small consolation, your torment should only last a few days," "long enough for the rangers to deliver us the uranium we need." "Itâs a necessary evil," "and compared to the decade of torment we were forced to suffer," "itâs a raindrop in an ocean."
Your character steps forward, issuing a challenge to CURIE and Urayne. "Hmph. Even after all of this, you insist on fighting back." "So be it. If you must be subdued," "then you will be subdued."
From a mechanical perspective and a plot perspective, this makes no difference at all; youâre still facing off against a dangerous nuclear boss for the fate of the region, your rival, and yourself.
But the difference that changes like this would make for Lucilleâs character wouldâve been the difference that takes her from a conflicted mess trying to be two characters at once, to a good person driven to unequivocal evil, stuck trying to justify it to themselves in real time.
I donât believe that Lucille is somewhere in the version of CURIE that laughs in the face of her opposition and wants to cause them suffering. I would believe sheâs somewhere in a CURIE that will regretfully, but confidently do whatever it takes to preserve Urayne.















