The one thing I’ve always hated about most Metroidvania games is when they show you something that you’re not able to access with your current abilities. Often this manifests extremely early on as you explore the level only to find there’s a part you can’t get to with no indication of when you’ll get the requisite ability to explore there. Quite often those areas aren’t even necessary for you to explore, just a bonus or something, so their inclusion is merely to draw you back to earlier levels. To be fair there are some examples where this is done well, the revisiting of the level being driven by story or other mechanical elements, and for those I have far more leniency. I tell you this mostly preface my thoughts on Supraland as it’s this particular mechanic, as well as a handful of other issues, that made this a game I didn’t want to play past a couple hours.
The Steam store page for Supraland proclaims, among many other things, that the story is “minimal” and that’s absolutely true. Whilst the premise is quite cool, all the characters are toys in a kid’s sandpit, the plot itself is ridiculously basic: you’re the red guys and the blue guys have shut off your water supply and it’s up to you to turn it back on. However to actually get to the blue guys you have to make your way through numerous different challenges, many of which will require you to upgrade your equipment and skills in order to do. I’ve read elsewhere that there’s a little more too the story later on in the game but it does nothing to expand upon it at all, save for having little dialogue instances between NPCs which have nothing to do with the plot at all.
The graphics of Supraland are heavily stylized and simplified, giving it a very cartoony feel. The developers have managed to avoid the typical Unreal engine game feel, keeping the use of specularity to a minimum. There’s a heavy use of depth of field which is supposed to give you the feeling that you’re a very small being in a large world. To some extent this works however it can have the effect of simply making everything disorienting like in the screenshot below. The issue here is, of course, perspective as whilst the game touts that it only has a tiny map of 9m2 that’s somewhat meaningless if you’re scaled down in size. So try as you might to make it feel like a small world with tiny people it’s going to end up feeling just like normal anyway, no matter how much you try to use depth of field or tilt shifting to change that.
Supraland bills itself as a combination of games like Portal, Zelda and Metroid which is horrendously disingenuous as it’s much more akin to the run of the mill indie puzzle platformers we’ve seen many of over the past decade. To be sure there are elements that you could say are borrowed from each game: the platforming from Portal (although that’s a stretch), the semi-open worldedness of Zelda games and the reexploration mechanic from Metroid. Realistically it’s just a bog standard first person puzzler with a tacked on RPG progression system. There’s really nothing wrong with that but the appeal to authority of titles with much greater pedigrees is what’s getting me. Honestly I was going to write this off as just your average indie puzzler until I reread the Steam page but now I feel compelled to point out all the faults given that it thinks it’s a combination between 3 of arguably the most influential titles in the puzzler space.
The combat is simple and implemented poorly. There’s really no nuance to it at all with enemies just running directly at you or standing dead still whilst they shoot from you at a distance. There’s also no way to block so you’ll likely end up dying to the first enemies since their melee range is the same as yours and there’s nothing you can do to stop them from hitting you. Once you get the gun you can basically just kite everything around but in its default form it’s annoyingly slow. Not that you’ll be wanting for upgrades for long though, even with rudimentary exploration you’ll be unlocking the upgrades in no time flat, even with the requisite barrel running task that serves no other purpose but to burn more of your time. But let’s not judge the game based on the one attribute which it doesn’t trumpet the most, let’s take a look at its puzzles and exploration.
The puzzles are incredibly simple, most of which you’ll solve pretty much straight away without too much of a thought. Others are easily solvable with emergent behaviours that the developer hasn’t taken into account, like being able to bypass entire sections of the game by walking on terrain that hasn’t been properly walled off. This only gets more ludicrous the more mechanics you have access to, giving you all sorts of means to break the game and bypass core game mechanics. This would be fun if it weren’t for the fact that it also means that there’s a certain level of gank to puzzles you can’t bypass, necessitating replaying certain puzzles over a few times in order to get them to complete properly.
Exploration is rewarded, although most of the time it’s just a few coins hidden around a corner or somewhere else rather obvious. The other parts are, of course, hidden behind mechanics you don’t yet have access to, something which will necessitate you trudging all the way back through the levels in order to get back to it. There is a rudimentary fast travel system however you can’t access it from a map (I don’t believe there is a map, actually) and it takes a good 20 seconds for it to travel you somewhere. This makes retreading ground a pretty annoying experience and, given that most of those hidden rewards are just basic upgrades, there’s no real compelling reason to do so.
It’s for these reasons that I didn’t find myself drawn back to playing Supraland after the first night I sat down with it. The fact that most of the work was done by a single developer is commendable but the marketing of it could not be further off the mark. The game is simplistic in all the wrong places, making combat a chore, puzzles easily waltzed through and the prospect of going back to retread old ground something I don’t think any sane player would want to do. Of course the reviews on Steam paint a much different picture and so it’s quite possible I’m on the wrong side of the fence for this, but in all honesty I simply cannot see what others find enjoyable in this game.
Supraland is available on PC right now for $28.95. Total play time was 2 hours with 27% of the achievements unlocked.
We sometimes forget just how young video games are as a creative medium and how far they still have to go as methods of expression. But that relative youthfulness brings with it an incredible amount of experimentation with the many centuries of artistic expression that preceded the medium suffusing themselves into the storytelling lexicon of game developers. When all those elements come together it can create some of the most beautiful experiences that we’ve ever created. Gris, by Nomada Studios, is a fantastic example of what games as a medium can be, combining stunning hand animated visuals, a deeply moving soundtrack and game mechanics that evolve alongside the game’s visual style. It is perhaps one of the most beautiful games of this year, both in terms of visuals and its story.
Your world is filled with beauty; fantastic colours swirl around you as you raise your voice in concert. But suddenly your voice leaves you and the world begins to crumble, dumping you down into a place drained of colour and life. As you begin to stumble forward you notice that the world reacts to the small points of light that have followed you, allowing you to move onwards. There’s no telling if the path forward will bring back the world you once knew, nor if your voice will ever return, but you continue on hoping that one day you’ll see the world brighten once again.
Gris’ is a hand animated game that uses a watercolour palette and art style, giving you the feeling of a children’s book come to life. The developers favoured a simplistic art style although they thankfully didn’t skimp out on the animation frames (unlike a recent, similar title). Each of the different sections has its own distinct visual style which forms a key part of the game’s mechanics. Supporting all of this is an absolutely amazing soundtrack done by Berlinist, a music group from Barcelona. The whole album is up on Spotify and is honestly worth a listen just by itself. Suffice to say from a craftsmanship level Gris achieves a level of refinement I wouldn’t expect from a first time developer, even if it was founded by 2 long time developers.
Mechanically Gris is simple, essentially being a platformer with a few interesting mechanics. Most of the puzzles you’ll encounter are fairly straightforward, only requiring you to figure out the right sequence of moves in order to get past them. If you’re chasing momentos though there’s going to be a slight increase in the challenge, often including a timing element that’s not present in most of the required puzzles. You’ll gain new abilities as you progress but unlike many other platform puzzlers they’ll always be used individually or in sequence. This means that puzzles towards the end of the game aren’t really that much harder than those at the start. Mechanical complexity isn’t really a focus of the game however and nor should it be. Far too many games have ruined themselves by letting the mechanics get in the way of the core story.
Exploration is usually rewarded through giving you a momento although they don’t do anything beyond playing a cool sound (at least, nothing I saw when I was collecting them anyway). If I was to level one criticism here though it’d be that in the larger environments exploration feels cumbersome and the lack of a good reward doesn’t motivate you to seek them out. This is especially true for some sections where the game takes you through a large spanning environment for minutes on end, making you wonder where they could’ve hid things. Thankfully not exploring at all doesn’t detract from the overall experience but it could be rewarded just a little better.
PLOT SPOILERS FOLLOW
Here’s where I step into pure speculation about what I believe the story is about because, well, I had a fun time speculating as to what each of the game’s visual elements meant. The colour leaving the world feels like an allegory for depression, something which I think many of us who’ve struggled with it can attest to. The bird that torments you is doubt, the thing that keeps coming back and screaming at you, threatening to knock you down if you don’t prepare yourself for it. The small lights are akin to hope, building the bridges you need in order to push on as you try to restore colour to your world.
So the story is one of succumbing to doubt and falling into a depression so deep that it drains the colour from your world and preventing you from doing the one thing that will bring it back. It might not be the most unique of stories but it’s relatable and told beautifully which is really all I can ask for from most games. I haven’t yet gone around yet to see if my interpretation lines up with anyone else’s so I’d be keen to hear anyone else’s thoughts on what the visual story of Gris means to you.
PLOT SPOILERS OVER
Gris is a masterpiece, telling a beautiful story through the use of wonderful visual artwork, a great soundtrack and simple but solid game mechanics. It came at the perfect time for me to, after having put a bunch of hours into no less than 3 different shooters I was ready for something that favoured beauty over action. Nomada Studio has set themselves a strong precedent with this and I’m very much looking forward to what they start working on next.
Gris is available on PC and Nintendo Switch right now for $16.99. Game was played on the PC with a total of 3 horus play time and 29% of the achievements unlocked.
Shadow of the Tomb Raider’s release surprised me as I hadn’t really kept track of where the next instalment was at. You’d think then that I’d have no big expectations for it but reading back over my reviews though I think they were set high given the previous game, Rise of the Tomb Raider, rated up there among many of my favourite games of that year. This is always a challenge for follow up titles and it seems that unfortunately the developers just weren’t up to the task this time around. Don’t get me wrong, there’s still a lot to like in the newest Tomb Raider game, but like many other long running AAA titles they’ve stumbled and they’re going to have to shake things up considerably if they want the IP to be successful.
Following almost directly on from the events at the end of the previous game we find Lara and Jona tracking down the leaders of the Trinity cult. They track them down to a town in Mexico where they discover that they’re looking for an ancient artifact that can bring about the remaking of the world. Lara then finds her way into an ancient temple and steals the Dagger of Ix Chel, one part of the two things needed to accomplish this. Shortly after however she’s captured by Trinity who take the dagger from her, informing Lara that she’s just begun the end of the world. You then follow Lara’s quest to find the other half piece, the Silver Box of Chak Chel, so she can stop Trinity before they remake the world by purging everyone from it.
I can strongly remember Rise of the Tomb Raider opening with a wide sweeping in-game cinematic that was absolutely stunning, showing right from the start that it was a visual marvel. Shadow of the Tomb Raider by comparison doesn’t, feeling decidedly last-gen with its muted colour palettes and tendency towards tight, closed in set pieces. Now I’ll admit that it’s quite possible some of this is due to the limits of the hardware it’s running on, given my PC is nearing 4 years old at this point, but even looking back at my old screenshots they just look so much better than the ones I have here. Rise of the Tomb Raider still has its moments, some of them which can be improved dramatically by using the built in photographer mode (not used for any of these shots), but on the whole it feels like a step back in visual quality. Given that this was supposed to be the biggest budget Tomb Raider game yet, up to $100 million possibly, it does make me wonder why the graphics took a bit of a back seat.
Where Tomb Raider reinvented, Rise refined and Shadow, unfortunately, simply copies most things wholesale from its predecessors. The game play will be familiar to those who’ve played the previous two instalments with a handful of new mechanics being thrown in. You’ll start off with a lot of abilities now I vaguely remember requiring skill points to unlock previously, many of which were necessary quality of life improvements. The upgrade and crafting system is much the same, requiring a mish mash of different items gathered from both humans and beasts in order to get the best items the game has to offer. There’s also a bunch of outfits and other weapon types available for you to find if you’re into exploring every inch of the maps that the game has to offer. Many other reviews have criticised the game for becoming stale and it’s a valid point as Shadow of the Tomb Raider doesn’t bring enough new things to the table to make it feel truly distinct from its predecessor.
The stealth/combat is almost identical to Rise of the Tomb Raider with really only two new notable mechanics: covering yourself in mud and hiding on leafy walls. They’re introduced early but they don’t really make much of an impact in how combat plays out. It’s only towards the end when the enemies get infrared goggles does the mud mechanic make some sense but even then it’s not a huge change in the way stealth sections play out. So the combat flow follows the same pattern that a lot of games do: stealth around and take out as many enemies as you can before you inevitably trip up and have to go full gunslinger mode. There doesn’t appear to be much (if any) penalty for just shooting up everything in sight either so if you’re not really a fan of the stealth sections then you can simply blast right past them all. This would be more glaring if there was the same amount of combat in Shadow of the Tomb Raider as there was in previous games but I probably spent less than half of my total game time in combat.
There’s definitely a much heavier emphasis on platforming this time around with a lot more of the environments explorable. Shadow of the Tomb Raider does make that most annoying choice of showing you parts of the map you can’t access until you get a certain item, something which always gives me the shits. This was especially annoying given that the fast travel system never seemed to be available for me, preventing me from going back to places even after I had unlocked the requisite gear. There also appears to be some gear that you don’t get from completing the campaign missions as well (the rope ascender being the first that comes to mind) and I never saw it at any vendors either. So I’m not sure what happened there but even at the end of the game I didn’t have all the tools I needed to explore every part of the game. I’ll admit that towards the end I was starting to lose interest quickly so I might have missed some important side quest or some such which might’ve given me those tools I needed. Still my point stands: showing a player somewhere they can explore but forcing them to come back later is crap and I don’t like it.
Progression comes at a pretty steady pace throughout the game with basically every action you take giving you XP. There’s still a lot of skills which aren’t particularly useful and some that honestly shouldn’t be there at all. For instance the one that allows you to buy bigger resource bags from vendors feels a bit shit, it should just increase the one you have already. In fact the steady levelling is offset somewhat by the rather high cost of items bought from vendors and the fact that you have to buy the lesser version of something before you can buy the bigger one. Had I known that going in I might’ve been a little more strategic with how I spent my cash. Still it’s not like anything I bought from the vendors make a great deal of difference to how I played. The different bows and other types of weapons all feel basically the same, none conferring any real advantage or disadvantage over the other. Indeed you’re probably best placed just fully upgrading the defaults as you won’t really need much else.
Shadow of the Tomb Raider has a few rough edges, most notably in the platforming sections when Lara doesn’t respond to inputs as you’d expect her to. Quite often I had her leap in an unintended direction because I wasn’t angled in exactly the right way, causing her to leap to her doom. There’s also a few sections which, for some reason, instantly kill you when they shouldn’t, like the big tower which you can explore if you take one path down but will die instantly if you jump to it (even though it’s a fully survivable jump). The aiming also feels a little unrefined with a lot of shots that should have connected whiffing their target completely. None of this is game breaking but it does feel a little more rough than an AAA title like this should.
The story dives deeper into the Lara’s family history and the ties it has to the Trinity organisation which is, on the whole, not bad. It does jump around a fair bit with events unfolding a bit too fast which makes some plot points a little unbelievable. This has nothing to do with the mystic elements either, more you have character relationships developing too fast, events taking place in weirdly accelerated time frames and a lack of moments to let the story breathe. Indeed a lot of the flavour of the game is hidden in the collectibles which are all fully voiced but will only play if you stay in the inventory screen. It’s a big missed opportunity to have them playing in the background as you walk around as some of them are quite interesting. It’s not like they didn’t do that for other parts of the story too, like when you sit around the camp to upgrade your skills and Lara will either chat with people that are around or go through her internal monologues. Overall I think the story was probably one of the stronger elements of this instalment, it was just let down by the so-so game play.
Shadow of the Tomb Raider would be a fine game by any other standards but it seems small compared to the shoulders of the giants it stands on. The game feels like a step back for the series as a whole, with a lack of innovation and refinement in nearly all aspects of the game. It’s still very much the kind of game that rekindled the IP over 5 years ago, which might be great for some, but I’d want to see a lot more for the kind of investment the developers have made in it. To be fair it would’ve been hard to continue going from strength to strength, the weight of the hype train always weighs heavily, but for this reviewer Shadow of the Tomb Raider feels to be the weakest in the series. I still have hope for the franchise but at this time of year, when competition for a gamer’s attention is never greater, these kinds of missteps can be lethal.
Shadow of the Tomb Raider is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with 11 hours of total playtime and 52% of the achievements unlocked.
A tried and true path to making a successful sequel is to hone in on what made the original great and build from there. For some games this is an easy road to tread, sometimes involving just dusting off ideas that couldn’t make the cut originally or streamlining certain things to focus on the game’s core. For others though it can be a more painful process, forcing the developers to shed parts of the game that they felt were core to the overall experience. Unravel 2 feels like a combination of these two ideals, adding in something that I never I knew I wanted in the original (co-op) whilst dropping what I felt was the weakest part of the game (the story) which I know the developers felt was the cornerstone of their game. The result of those two changes is an experience that far exceeds that of the original, one that my wife and I thoroughly enjoyed playing together.
Whilst there appears to be some semblance of a story going on in Unravel 2, told through ghost like figures playing out scenes in the background, it is most certainly not the focus of the game. Instead, if you play the game the way I feel it’s meant to be played (with another person), the story that will develop is one of the trials and tribulations you face as you try to progress through the game. For gamer/gamer pairs it’s possibly not one of much note, but for any other kind of pairing it’s going to be about how you figure out how best to work together, the hilarious situations that evolve when you don’t and the joy you’ll experience when everything just starts working.
Unravel 2 retains the same gorgeous, lovingly detailed art style that made the original so distinct. The models, texturing and environment design are all done with near photorealistic accuracy, aided by the clever use of other visual tricks. I have the feeling that, had we played this on PC, the visuals would have shown a marked step up but regardless they still looked absolutely amazing on the PS4. Yet again the backing soundtrack is wonderful, flowing along with you as you progress through a level. Coldwood Interactive have proven yet again that they’re capable of some exceptional levels of craftsmanship when it comes to a game’s audio visual experience. I look forward to whatever project they throw themselves into next just based on that alone.
At a nuts and bolts level Unravel 2 retains the same basic mechanics as its predecessor in its puzzle/platformer mechanics. The main difference is, of course, the fact that you have another player with you and most of the novel puzzle mechanics are based around that. I’m sure there’s some differences in the single player version since not all of the puzzles could be done with just one person, even if you were controlling both Yarnies. The challenge, for me at least, was helping my dear wife through various sections and the various hilarious things that would happen along the way. To her credit though she became quite apt at the game as we continued through the levels, even completing a few of the challenges once we really started to find our groove.
Many of the puzzles aren’t exactly novel in their design, taking the form of one player needing to do X so the other player can do Y which unlocks the path to the next section. The more advanced puzzles later on and the challenges do require a good amount of lateral thinking, some of them stumping us for a good few minutes before we could carry on. The later puzzles end up mostly relying on timing and your platforming prowess which, whilst a good challenge for a gamer like myself, proved to be extremely challenging for someone like my wife who doesn’t play as often. Of course for those sections you can just hitch a ride on the more capable player, something we did every so often after a few solid tries.
The team work aspect of Unravel 2 isn’t to be underestimated and you won’t simply be able to rely on a single skilled player to make it all the way through. For instance if you’re swinging around or in mid air and your partner decides to grab the yarn (to climb up to you, for instance) you’ll instantly lose all momentum and, if you’re airborne, fall to the ground like a rock. Initially I couldn’t figure out what was happening until I accidentally did it to my wife at one stage and it was then I realised that she was the cause of the seemingly random physics engine quirks that had been plaguing us to no end. Additionally there’s a number of puzzles where you won’t simply be able to run to the end and then hoist your partner up with you as your yarn simply isn’t long enough. This means either finding a creative way to get them closer or attempting the puzzle together.
Probably the most challenging (and by extension enjoyable) puzzles were the ones where you had to each get on a platform at opposite sides of the screen. This often required a bit of lateral thinking and planning your moves out in order for it to all work out. Some of those later puzzles use mechanics which you’d either not been introduced to or weren’t explained well (like the tension of a string when you’re tying it off) which can make them a tad frustrating to solve. The hint system here was good though, initially giving you a few nudges in the right direction before just outright telling you what to do. We only needed to use that once though but for lesser skilled players I’m sure it’ll be a saving grace.
There’s definitely been a lot of improvement in terms of the game’s overall polish when compared to its predecessor. Most of the original issues with Yarny are gone and the platforming mechanics feel a lot more solid than they previously did. Part of that is due to the lower reliance on physics based puzzles as the ones that do make use of that are still some of the more janky experiences the game has to offer. We did end up breaking the game completely at one stage where our respective Yarnies were on two sides of a stick which, for some reason, caused the physics engine to freak out and dropped the frame rate through the floor. This then buggered up the sound engine and made the game’s music start looping in a really weird fashion. Try as we might to fix it we had to restart to a previous checkpoint which, thankfully, solved the issue.
The story of my wife and I playing through Unravel 2 was an exceptionally enjoyable one, warts and all. She’s your typical sometimes gamer, able to grasp the basics quickly but hasn’t got the tens of thousands of hours of game time that I do which has honed my hand/eye coordination significantly. This lead to many great moments where she’d inadvertently hit buttons, controller flailing and all sorts of other amusing behaviours that made our time together with Unravel special. To be sure I’m not blameless here either, my bravado often resulting in my untimely demise because I figured I could make it through a puzzle quickly without considering the consequences. We did give up after doing a couple of the challenges though as they just weren’t as fun given their reliance on timing and technical skill rather than problem solving.
Unravel 2 took the best elements of the original and made them better through the addition of the co-op mechanics. The gorgeous visuals and amazing soundtrack are now signature items of Coldwood Interactive’s games, something I hope they continue to work on with any upcoming titles. Defocusing the story in favour of letting players craft their own through the simple act of playing the game results in an experience that will be very personal to those who play it with someone else. The increased polish on the core mechanics is very much welcome, even if there’s still a few minor edge cases to sort out. The original was a game that struggled to achieve its ambition whilst its sequel does so admirably, making it a much better experience overall. For gamers and non-gamers alike Unravel 2 is an experience that is well worth investing the time in.
Unravel 2 is available on PC, PlayStation 4 and Xbox One right now for $29.99. Game was played on the PlayStation 4 with approximately 8 hours of total game play and 14% of the achievements unlocked.
It’s no secret that I’m a bit of a sucker for eye candy. Sure I’ve played (and enjoyed) my share of games that have gone for substance over style but I’m far more likely to enjoy something if it’s visually pleasing and manages to get all the usual trappings in as well. However that penchant for visual flair can easily lead you astray as judging a game by its screenshots is the same as judging a book by its cover. That, dear reader, is how I ended up playing NUMERIC, a bargain basement platformer that suckered me in with semi-decent visuals, tricking me into thinking there was actually a game underneath it to be played.
NUMERIC has a story but it’s so ham fisted in its implementation it’s barely worth mentioning. It’s clear that English is a second language for the developer, as the description of the game on Steam will attest:
After a long sleep, the Model “98” finds itself in an abandoned place away from the usual house. There is little left in the memory, in addition to the memory of old friends. Where are they? What happened, why is everything so empty and lonely around?
With no story to drive the game along there’s only 2 things left for it: the visuals and the gameplay. One of those is above average, but that won’t be enough for the astounding lack in the other two.
So visually NUMERIC has a lot going for it. It manages its own spin on the current low-poly aesthetic that’s all the rage with indies these days. If I had to hazard a guess though the majority of those assets have come from the Unreal Marketplace and all of them have been dumped directly into the game’s files. That means for a game which has barely an hour of gameplay in it and a handful of environments the entire package clocks in at a whopping 6GB; not something you’d expect given its low-poly nature. NUMERIC does make good use of modern lighting effects to make for good screenshot bait but, beyond that, there’s really not much more to it. Honestly I should’ve expected as much when I was trawling through the new releases section of Steam, but a man can dream can’t he?
The core game play is 3D platforming, with all the usual pitfalls coupled with a distinct lack of any refinement or inspiration. You simply have to get to the end of the level, usually through hitting a few switches to unlock doors whilst avoiding a few obstacles. The game will always trigger a cutscene whenever you’re triggering an action which is skippable but, honestly, after the first time we’ve seen it there’s no reason to trigger the cutscene again to remind us of what is happening. Worse still the hit detection is very unreliable, often failing to trigger multiple times until you figure out where the hitbox for the switch your or character is. Couple that with level design that isn’t exactly well thought out and you’ve got a bunch of levels which can be finished in obviously unintended ways and others which are just exercises in frustration as you work you way around the developer’s mistakes.
NUMERIC then comes to an unceremonious end with a screen that says “Thanks for playing The End 2018” not even trying to attempt to close off the loose jumble of threads it thinks counts as a story. I would be kinder to the developer if this was their first title but it’s not, they’ve got no less than 3 titles for sale on Steam, all of which were released this year. Looking at the others it’s clear that they’ve found their formula and are running with it, hoping to churn out title after title until they hit on something. Whilst admirable it doesn’t lend itself to developing quality titles and won’t do them any favours when it comes to standing out of the torrent of games that are released on Steam every day. What they’re producing isn’t as egregious as some of the asset flip titles I’ve seen, but its close.
NUMERIC does the very bare minimum to be counted as a game, luring in visually driven idiots like myself in the hopes of finding something worth playing. Whilst they’ve managed to make some good looking visuals with the help of marketplace assets that’s where the substance stops. There’s nothing about this game that warrants playing it, nor even watching a stream of it on Twitch or a Let’s Play on YouTube. The fact that the developer is churning out title after title should tell you a lot about the motivations behind this game’s creation and none of them should compel you to spend money on this game. You’d think I would’ve learnt my lesson after Elementium, but alas, it seems I’m a slow learner. Hopefully you’ll head my words and let this one pass through to the keeper.
NUMERIC is available on PC right now for $1.99. Total play time was 54 minutes that I’ll never get back again.
For many decades games were a simple land of fantasy, made up of tiny blocks of pixels that crudely replicated the real world. As the medium improved so did the stories that came with it, exploring greater and more mature themes. Then with the democratisation of development tools the stories started becoming incredibly personal, often directly reflecting the life experiences of their creators. Indeed I’ve played many games which I felt were something of a catharsis for their creators, a part of their coping process for dealing with tragedy (That Dragon, Cancer and The First Tree come to mind). On the surface Inked would seem to be one of those titles however I don’t feel it is, the story of tragedy instead born out of a want to develop a tortured artist character. This, coupled with a few missteps from a game design perspective, means that Inked falls short of some its aspirations whilst still managing a few interesting firsts, at least from this writer’s perspective.
You’re put in control of the Nameless Hero, a samurai warrior who’s on a quest to save his one true love. Upon rescuing her however she is immediately taken away from you by your creator, an artist named Adam. It’s clear that there’s no love lost between you and Adam, he seemingly delighting in torturing you at every opportunity. However you are able to turn his weapons against him, gaining control of the ink that forms your world and bending it to your will. With your love taken away there’s only one thing left driving you: revenge. The journey to the temple where your creator resides won’t be easy and there’s no telling what twisted things Adam’s mind will create next.
Whilst I’m sure that Inked isn’t the first game to use a pen drawn aesthetic I’m struggling to remember any that had a similar art style. It’s not all hand drawn like Forgotton Anne or Chuchel, instead it’s a full 3D game (with physics and all) that utilises pen styled textures to give it that sketchbook aesthetic. Honestly it’s done so well that the parts which aren’t done in this way are incredibly jarring, lacking the same love and care lavished on the pen and paper style. The monotone colour schemes also make it a lot easier to identify puzzle elements which could otherwise have easily blended into the background. I hope this becomes Somnium Games’ trademark style for future titles as it’s quite distinctive and could be easily extended to bigger, more ambitious titles.
From a game play point of view Inked is a simple platform/puzzler game with a few key mechanics. You’re able to create and destroy a number of different objects, some of which will also perform actions like blowing things over or setting them on fire. Most of the puzzles are physics based and, as you’d somewhat expect, can often be solved in emergent ways by using things in ways they weren’t intended to be. This is limited somewhat by the fact you don’t get all your powers right away but after about halfway through the game you have enough tools at your disposal to get away with some really whacky things. The levels also change the puzzle dynamic as well, like one where gravity is about 1/0th of normal or another where the floor is ice. It certainly falls in the category of “easy to understand, hard to master” although for all the wrong reasons in my opinion.
Probably the most glaring fault is the fact that the game is done in an isometric view but your movement doesn’t align to it. Instead for all directions the game will require you to move in you’ll need to hold down two movement keys which makes some of the precision platforming in this game extremely frustrating. Not only that it’s also not entirely clear at times where solid ground ends and a bottomless pit begins, making some of the most simple puzzles a rather frustrating experience. This only gets worse when you’ve got puzzles that have a timer on them, forcing you to execute awkwardly imprecise jumps and simply hope that you make it through this time. The hitboxes are also quite a big bigger than you’d think, especially on things that instantly kill you.
The last few items are things that I think can be easily addressed, giving some elements a little visual flair and making the timer on some puzzles a little more generous, but the movement system really is Ink’s achilles heel. Sure you could probably remap the controls but then you’ve got the problem of the movement on screen not aligning to what you’d expect it to be. Bar reworking all the levels completely I’m not sure how Somnium Games can address this. It’s a right shame as had the developers spent a little more time thinking about how they should tackle the problem of cardinal movement in an isometric system I may be signing a different tune. Alas, at least for this title, it was not to be.
PLOT SPOILERS BELOW
This is not to say that the story is the game’s saving grace, far from it. Part of it is likely due to the so-so voice acting which feels stilted and flat, lacking any real emotional depth until the game’s final scenes. The story itself also feels kind of trite. I mean sure I understand what they were trying to present, an artist driven to madness by grief, but that’s a character that you’d likely want to be sympathetic to. I think the main issue here is we’re not given enough time away from Adam and his perspective to build that empathy as we’re simply his tortured play thing for the entire time. The reason I mention other titles like this is that since those games come directly from real grief it was much easier to be sympathetic to the main characters. Inked feels much like Dream Daddy in that sense, a story created from the outside of someone else’s experiences rather than from it.
PLOT SPOILERS OVER
Inked might be far from a perfect game but you’d struggle to find any first time indie dev that was. The artwork is absolutely phenomenal as it manages to translate that pen and paper, hand drawn aesthetic to a fully realised 3D world. This is no small feat and I’m sure others will attempt to recreate and pay homage to it in the not too distant future. However that’s where the good ends as the base game makes a few odd choices which drastically hamper the game’s playability. Couple that with a so-so story delivered by seemingly uninterested voice actors and you’ve got a game that struggles to meet the goals it set out for itself. Still I hope it finds enough success so that Somnium Game’s can continue onto the next big thing, taking the lessons learned here along with them.
Inked is available on PC right now for $19.99. Total play time was 6.1 hours with 77% of the achievements unlocked.
Games that utilise hand drawn animation are few and far between, with good reason. Whilst the tools to make games have gotten exponentially better, allowing many to try their hand at it, there’s a non-trivial amount of work involved in hand drawing all the frames required to make a game playable. So whenever I come across a title like Forgotton Anne I’m always intrigued as the effort that goes into creating a title like it is always far greater than similar indie games. Whilst this first release from ThroughLine games might not hit all the right marks mechanically there’s no denying that it was created with a lot of passion for the story, artwork and overall experience.
The Forgotten Lands is a place where all the lost and forgotten things end up, from that sock you lost under your bed all those years ago to the couch that was left on the side of the road. These forgotlings live in a whimsical world powered by anima, a magical essence that gives these objects life and a will of their own. You play as Anne, one of only two humans who’ve managed to find themselves in this world. Master Bhoku, your father figure and teacher, has been working on a way to get you both back to the human world called the Ether Bridge. However a rogue faction of rebel forgotlings will stop at nothing to curtail his plans, culminating in a brash attack on the factory just when it was scheduled to be completed. Anne must now go on a journey to find the culprits and bring them to justice.
The Ghibli-esque art style with the majority of the animation being hand drawn isn’t something you see every day and certainly speaks to the level of dedication the developers and art team had in creating Forgotton Anne. Most animation sequences are pretty low frame rate however, something which is quite noticeable on a high frame rate monitor. Still a lot of care was paid to the small details, like Anne’s skirt fluttering as she runs, making it easy to gloss over the lack of animation frames. It’s not all hand drawn however as many sections make use of lighting and particle effects from the Unity engine that powers it. Backing the entire game is a wonderful orchestral score which brings everything together beautifully. For the first title from a new studio Forgotton Anne certainly sets the bar high.
Forgotton Anne is an adventure game at heart, keeping the mechanics simple so that it tends more towards letting the story push forward rather than bog you down in puzzles. The core mechanic is the arca, a magical device on Anne’s hand that can extract and infuse anima. Essentially it allows you to operate devices at range and most puzzles involve trying to figure out which levers you need to pull in what order to open the next door. It also functions as a plot device, allowing you to drain anima from forgotlings which can persuade them to talk or, if you feel like you have to, kill them outright. Of course you may not want to do that as the choices you make will have a meaningful impact on the story and some forgotlings are better off alive and useful rather than dead and out of the way. The simple mechanics will mean that Forgotton Anne should be approachable to a wide audience however there’s a few rough edges (like the platforming) that could do with a bit more attention.
Of the two core mechanics the platforming is by far the weaker of the two, feeling somewhat unrefined and cumbersome. Due to the way that the animations play out it’s hard to judge just exactly when you should jump as she may or may not jump exactly when you command it. Worse still it’s hard to know sometimes if you engaged either her sprint or wings before you jump, leading to a lot of missed ledges or even overshooting it completely. Thankfully the platforming sections are typically pretty forgiving, allowing you as many retries as you need, but when a game demands precision but doesn’t provide it to you it can be a little frustrating. I don’t believe this is beyond fixing however it may demand changes to the way animations work so I’m not sure if it will get fixed any time soon.
The puzzles themselves aren’t particularly challenging, usually just a series of levers or switches that need to be activated in a certain order to get things working. The only challenging ones are those that come with timed aspects, mostly because you’ll have to fight with the platforming mechanics a little bit in order to complete them. The simplicity in the puzzles is, I believe, done so that they don’t get in the way of story progression something which a lot of indie games are guilty of doing. This means that the story continues at a steady pace for the entire game with no part feeling too rushed or too slow. Considering that my play through clocked in at about 6 hours total that means there’s a good chunk of story to get through.
Like adventure games of old Forgotton Anne rewards those who explore with a litany of collectibles scattered around that provide some additional flavour text to the story. Whilst I didn’t personally hunt down every single item I did manage to find just over half of them in my travels. There’s no secret ending for collecting them all or anything so there’s no reason to track them down beyond the little bits of story and an achievement or two. If you were to look for them all I’d guess you’d probably spend another couple hours doing so which isn’t too bad, all things considered.
The story of Forgotton Anne is a complex tale that ebbs and flows based on the decisions you make. The main storyline is immutable as far as I can tell but how the dialogue plays out, how characters react to you and what options you have available all depend on the choices you make. However some choices feel like their antithetical to what Anne’s character was before you start playing the game. When you start out it seems you have a reputation for being a stern enforcer of the rules with many forgotlings treating you with fear rather than respect. However throughout the course of the story you’re able to reshape that significantly and, should you do that, many of the characters will change as well. At the start it feels a little weird, like Anne is spinning on a dime if you play a certain way, but once you’ve started to shape the story a bit it starts to make sense.
PLOT SPOILERS BELOW
The way the story plays out is somewhat predictable due to the way the mechanics are laid out. Since you know that anima powers everything and your arca can extract it from forgotlings it follows that you’d have to be committing murder on a massive scale to get the anima you’d need. So it follows that Master Bhoku is the real villain, something which takes a little too long to reveal in my opinion. Picking your ending also feels a little hollow, especially for a game that based itself so heavily on player choice. Indeed looking at a blog post from the developer they alluded to no less than 6 possible endings sprouting from 3 different story trees however, as far as I and many others can tell, there’s only the 2 presented at the end. I’m not at all unhappy with those endings mind, indeed the “good” ending is a tragedy done exceptionally well, but it seems like in the months between that post and today several endings were lost, which is a shame. Overall the predictably didn’t diminish my enjoyment of Forgotton Anne at all.
PLOT SPOILERS OVER
Forgotton Anne is a rare gem of a game, one built with an incredible amount of dedication to the experience and story. The hand drawn art and animation is a gorgeous tribute to the anime that inspired it with the modern game engine embellishments providing that extra dash of visual flair. The platforming is probably the game’s weakest part, suffering from a lack of polish and limitations likely born out of the animation engine that mar the experience. The puzzles are simple, meant not to block you but give the story time to rest between sections. The story itself, whilst predictable, is still thoroughly enjoyable especially given the amount of influence you choices have. ThroughLine games first release is an exceptional one, showing that the team has the requisite skill to build unique experiences right from day 1. I’m very much looking forward to where they go next.
Forgotton Anne is available on PC, Xbox One and PlayStation 4 right now for $19.99. Game was played on the PC with 6 hours of total play time and 45% of the achievements unlocked.
Once upon a time I found myself elbow deep in the world that was games on Kickstarter. It was the time when many old IPs found new life on the platform with multi-million dollar pledges becoming the new norm. But it was also a place where many smaller, indie titles sought to find validation in their ideas with varying levels of success. Whilst I haven’t backed anything on the platform in years I’m still treated to a small trickle of titles which, back in my backing heydays, are finally starting to come to fruition. The latest of which is Light Fall, a game which, I assume, I backed due the metroidvania phase I happened to be going through at the time. It certainly isn’t a game for everyone but for those who enjoy a good, hard core momentum platformer it’s certainly one to chuck on the list.
In Numbra, one misstep is all it takes to meet a quick end. This harsh world is colossal and ancient; the entire continent permanently shrouded in darkness, lit only by the moon. Its inhabitants live and abide by a simple law: the strongest survive, while the weak are crushed. That did not stop the Kamloops, a small and peaceful Nation, from leaving their homeland for Numbra. Exhausted from the constant wars between rival nations and trapped in the middle of an everlasting conflict, the Kamloops left everything behind. Everything but a hope for better days, a hope for peaceful solitude. Alas, something vile stirs in the dark night of Numbra. Mysterious crystals have appeared out of nowhere and scraped the entire landscape. Houses and entire villages are being razed to the ground. With the world crumbling once again, will the Gods answer their people’s plea one more time?
At first glance you’d be forgiven for thinking that Light Fall was a high end Flash game as its visuals certainly take a level of inspiration from that style. Under the hood it’s powered by Unity which is quite surprising, showcasing just how versatile that engine can be. It might just be me but some small parts of the visual flair also felt like they were inspired by the work of Supergiant Games with some of the effects (like flames, for instance) having an uncanny resemblance to them. Regardless of where the creators drew their inspiration from the resulting art style is quite beautiful, the silhouetted figures contrasted by bright glows lavished with lighting and particle effects. There are some points where your character gets lost in the background however, the small figure blurring into the visual onslaught. They are thankfully rare however, the developers taking care to avoid heavy visuals in areas where timing is key. Performance, as you’d expect, is also good and I can’t imagine Light Fall would struggle even on the relatively meagre power of the Nintendo Switch.
Light Fall is a modern 2D platformer with all the usual mechanical flairs we’ve come to expect from this genre. It’s partly momentum based, allowing you to skip through massive sections of the game if you’re able to keep the pace up. Its main differentiator is the Shadow Core, a box which you can summon which performs a variety of functions. Initially it’s just a box that you can place somewhere in the environment, giving you an extra step to reach new places. As you progress you’ll unlock the ability to use it as a weapon and summon it either below you (saving you from a fall) or in front (useful in gaining height). At the same time the levels will begin to throw new and varied challenges at you, some of which can be bypassed entirely if you know what you’re doing. The idea isn’t particularly unique it’s application in this momentum/twitch based platform is and whilst it can be frustrating at times once you learn its ways navigating the game’s various challenges becomes quite satisfying.
The main platformer sections of the game are pretty straightforward most of the time. The levels, in general, progress from left to right, providing a pretty straightforward path towards the end. For the majority of the game the checkpoints are where you need them to be so deaths don’t set you too far back. However the game doesn’t do a great job of introducing new mechanics to you, especially for the core abilities you have. This is most notable when you’re trying to do the challenge puzzles which, especially early on, require you to make use of the new mechanic in order to complete them. There was one in particular which required the use of the “summon block below me” which I didn’t know about until I went looking for videos on how to complete it. Past the first hour or so this issue disappears but it does make the game’s opening gambit more hostile to new players than it should be.
The main increase in challenge, at least for about half of the game, comes from more complex puzzles requiring more intricate uses of your power. Many of the puzzles have the obvious solution but this is usually more reliant on your skill as a player rather than exploiting the mechanics. Then there’s the second, less demanding solution that requires a bit of trial and error to figure out. For instance there’s one section where you have to fall through a section of lasers. There’s a platform there and, if you stand on it, you can ride it down and constantly summon the shadow core to block them out. However if you simply jump down there and summon the shadow core once it’ll follow you most of the way down, blocking the lasers for you without any further effort. I’m not entirely sure how many of those solutions are intentional but it definitely felt like there was always an easier way to solve the problem than what I saw on first glance.
Unfortunately in the later parts of the game the challenge mostly comes from spreading out the checkpoints further, requiring you to complete longer and longer puzzles to progress. The trouble with this is that many of them are impossible to solve on first go, requiring multiple retries in order to get past them. This becomes annoyingly apparent in the final boss fight as it has 4 phases, 3 of them which introduce new abilities and change existing ones. There’s also no way to accelerate the boss fight either, meaning any stuff up puts you right back at the start, leaving you to endure all the phases over again. I’m all for a good challenge but repetition of this nature isn’t something I find reward in completing. At the very least give me an out after say 30 minutes of trying and deny me an achievement or something. I’d rather that than having to waste upwards of an hour on the same bossfight.
Light Fall also has some hitbox issues which aren’t readily apparent, mostly because they result in instadeath which seemingly comes out of nowhere. Some enemies and mechanics have hitboxes larger than you’d expect, leading to your death when you’d otherwise expect to live. Also any mechanics which move your character in some way will result in death should you accidentally summon the shadow core in front of you. This is most noticeable in the final boss fight where I died several times to it, not knowing how or why died. These aren’t game breaking, especially if you’re aware of them, but it does add a small layer of frustration to an already challenging game.
The story, which should get credit for being well developed and fully voiced, didn’t manage to grab me. I definitely appreciated the background narration, giving a little more flavour to the world that I found myself bouncing through, but nothing about the characters or plot really grabbed me. The final reveals towards the end also felt a little rushed, with numerous points revealed and then resolved in the space of an hour. It’s not entirely forgettable with a few choice moments here or there but it’s not the first thing that comes to mind when I recall my time with Light Fall.
Light Fall is a solid first title from Bishop Games showcasing their unique brand of talent in this genre. The art style is reminiscent of the Flash games of yore, albeit with a better flair for lighting and modern effects. The platforming itself is well polished with only a few small niggling details needing further attention. The majority of the game follows a good difficulty curve although it struggles later on, resorting to simply making the checkpoints longer to make the game harder. The final boss is probably the biggest misstep in the whole game, requiring a lot of repetition and luck to make it through. The story, whilst well crafted and fully voiced, doesn’t leave much of an impression. All this being said though Light Fall is certainly a game that fans of this genre will enjoy and is a great opening salvo from this indie studio.
Light Fall is available on PC, Xbox One, PlayStation 4 and Nintendo Switch right now for $14.99. Game was played on the PC with a total of 6 hours play time and 42% of the achievements unlocked. Game was backed on Kickstarter at the $10 level.
Games as a medium have matured extensively over the past decade or so. Numerous ideas and stories which would have never previously been explored now find their way into game form. Increasingly we’re seeing games based around cultures and their mythologies, providing a new and interesting lens into these worlds that typically wouldn’t have been explored in this medium. Mulaka, the second game from indie developer Lienzo, explores the lore of the Tarahumara people through a 3D platformer beat ’em up. It’s one of the few examples where I can say that the developer knew their limitations and chose to focus on where to best spend their effort. The result is a simple, relatively short game that achieves what it set out to do with only a few minor hiccups along the way.
You play as one of the Sukurúame, a Tarahumara shaman who has tasked themselves with ridding the world of the corruption that has begun to plague it. To do so you will have to enlist the help of the demigods who will imbue you with their powers in order to cleanse the corruption from the land. The path before you won’t be easy however as many of the normal creatures of the land have been warped and changed by the corrupting magic that now infuses the world.
Mulaka utilises a low poly visual style with bright, solid colours and little texturing to be seen. The art style is somewhat reminiscent of older Nintendo 64 like Zelda: Ocarina of Time or Goemon’s Great Adventure with the NPCs having flat faces with simple textures. Under the hood this is all powered by Unity but, thanks to the customised art style, manages to avoid that trademark look and feel. Consequently the game runs absolutely lightning fast on any semi-modern PC and, given it has a Switch release, would likely run quite well on nearly anything you cared to throw at it.
The game can be largely categorised into 2 major parts: the 3D platforming and puzzle sections, and the now standard “Dark Souls-esque” style of combat. Each of Mulaka’s levels requires you to find 3 stones in which to unlock a door to progress to a small final section, most of which are found via exploration or completing a quest set by one of the NPCs. Initially they’re your stock standard platforming puzzles but as you unlock new abilities they change into more of a traditional puzzle experience. The combat follows a similar progression, starting off with your typical dodge/roll/parry and quickly building into more complex encounters thanks to multiple different types of enemies and the new abilities you unlock. There is a small progression system in the form of currency you’ll receive from defeated enemies but, honestly, I did the vast majority of the game with only buying one (and that was actually a mistake). Overall there’s actually not that much to Mulaka in terms of game mechanics but for things it does do it does them well.
Combat isn’t exactly a challenging experience as most enemies can be defeated by simply spamming one attack at them. Whilst challenge initially comes from trying to figure out how to tackle new enemy types it unfortunately tends towards simply throwing more enemies at once at you. The upgraded enemies you’ll come across later in the game are simply bigger, badder versions of their earlier incarnations and so they don’t really feel like that much more of a threat. The bosses are however all quite interesting, attempting to recreate that same feeling you get in the Dark Souls series of being a very small person going up against an unbelievably giant threat. Suffice to say you’re not going to be playing this for the challenge (or taunting your friends to “git gud” at it) but it was somewhat refreshing to have a combat experience that didn’t feel like it was getting in the way too much for once.
The puzzles are similarly none too difficult with the majority of them being a follow the bouncing ball kind of deal. The 3D platformer puzzles can be solved in numerous ways, many of them I’m sure weren’t entirely intended by the developer. Other smaller puzzles (like the water one shown above) only have a single solution and can usually be solved in a few minutes. Mulaka could do a slightly better job of communicating when you’re not able to solve a particular puzzle due to you not having the requisite ability as this is one of those games where not everything in every level is available to you from the start. For instance you’ll likely find items behind a big rock with red claw marks on it, something which can’t be cleared until you get the bear ability. The game doesn’t tell you this (nor for any of the other blockers) so it can sometimes be a bit of a guessing game as to what you can access right now and what you’ll have to come back for.
There’s also some quality of life improvements that could be made, 2 of which jump immediately to mind. First off the upgrade vendor is only in one map which means you’ll have to trek back there every time you want to purchase one. Since the game already has characters that travel from map to map with you it’s not out of the question to bring said upgrade vendor along with you. Secondly the potion crafting, whilst simple and concise, is needlessly laborious in its resource collection mechanic. In order for you to craft a single potion you’ll need to get 4 of a certain item and then you’ll automatically create one. As far as I can tell those resources will spawn an unlimited number of times meaning that the second you find a resource you can, in theory, fill your potion inventory. However the time taken to do so is a little bit too long in my opinion and instead could take inspiration from the estus flask idea in Dark Souls (I.E. refilling them all at certain points). I admit that there is a small lore reason for the gathering mechanic but I’m sure that could be worked in other ways.
The game is well polished in most respects although there are a few minor issues here and there that could use addressing. As the above screenshot shows there are numerous places on several maps where you can fall through the world. Thankfully instead of outright killing you the game will simply teleport you back to a safe place after you fall for a while so it’s not a major issue when it happens. The hit detection, both for your character and enemies, could do with a little tuning as well as some of the enemies attacks connect when you’d think they’d miss. Thankfully these are minor gripes in the overall scheme of things and I’m sure future patches will work most of them out.
The story is steeped in the mythology and culture of the Tarahumara people with many of the places, stories and even game mechanics taking inspiration from it. With your character being an entirely mute protagonist it is a little hard to engage fully with the story. There are some interesting pieces here and there and the story’s ultimate climax is cool but, overall, I didn’t get that much out of it. Looking at the Steam page there’s a bunch of videos that the developer made diving into the culture and how it influenced the game so had I watched those before playing I might be saying something different.
Mulaka’s greatest strength is that it achieved what it set out to. Too often I’ve seen both indie and AAA developers strive for grand visions that can never be fully achieved, resulting in games with half baked ideas and broken implementations. Mulaka instead had a simpler, narrow vision which helped it focus more on what mattered. The game that came out the other end is simple, short and concise. There’s improvements to be made though with some levels needing a little more polish, a few quality of life improvements here or there and a little more story work could elevate this title to much greater heights. None of these are terminal issues though and, should the developers decide to revisit this world, I’m sure a follow up game could strive for a much greater vision.
Mulaka is available on PC, PlayStation 4, Xbox One and Nintendo Switch right now for $19.99. Game was played on the PC with a total of 5 hours play time and 50% of the achievements unlocked.
These games reviews serve a couple different purposes for me. The first is to push me to try things out of my comfort zone as there’s so much more to the world of gaming than just the AAA releases. The second, and one I’m finding increasingly useful as my back catalogue of reviews grows, is to serve as a secondary memory; a kind of online copy of my impressions of the game to augment my own. So when I saw The Fall Part 2: Unbound I had this feeling that I’d played something like it before which, of course, I had. So I felt compelled to give the sequel a shot as, after reading through my previous review, I remember liking the concept even if the implementation fell a little short. It seems that the developers have stayed true to their roots in that regard as Part 2: Unbound keeps the same intriguing story whilst retaining many of the issues that I grated up against before.
SPOILERS FOR THE FALL BELOW
Part 2: Unbound begins where the previous story left off with ARID being dragged away for repurposing. During this process she’s infected with a virus which, interestingly, allows her to redefine her core rule. No longer bound by the need to save her pilot, nor anyone else, she defines her new rule as: I must save myself. However a user on the network is attacking her body, seeking to destroy what is left of her. In order to save herself she must find out who this user is, reaching beyond the confines of her body into the vast network beyond. It is there where she meets others who will help her fulfil her rule, whether they want to or not.
The visuals of Part 2 don’t appear to have changed appreciably in the 3 years since the original’s release. There’s certainly a lot more detail in most of the scenes, especially those that deviate from the original’s corridor-only design. The visuals have the trademark “Unity Engine” feel to them which is especially noticeable when the camera zooms in for close ups. 3 years ago this was a refreshing change from the current trends but now? It feels a bit dated. This is somewhat understandable as the focus appears to have been spent more on the puzzles and level design, given the sequel is almost 3 times as long as the original.
Mechanically Part 2: Unbound is the same game as the original, requiring you to explore your environment to find the solution to the current puzzle. This time around however you’ll be doing the majority of that through others, taking control of other AIs to help you complete your task. Each of these different entities have their own set of capabilities and limitations, both of which you’ll need to exploit fully in order to progress.The game also introduces several new mechanics along the way which ramp up the puzzle difficulty substantially towards the end (although I’ll abstain from describing them as it’s most certainly spoiler territory). Combat makes a return with a couple additional mechanics thrown but it’s mostly a distraction from the core puzzle solving game. It’s clear that the developer has focused more heavily on the parts that were received well (puzzle design and story) whilst defocusing others. The result is a game that I’m sure will delight fans of the first but, for people like me, it does highlight a lack of growth in the developer.
I mentioned in my review of The Fall that it was clear that the developer and I weren’t completely in-sync when it came to puzzle design. That hasn’t changed in Part 2: Unbound as there were numerous puzzles that just simply didn’t make any sense to me. Sometimes it was something simple, like missing an interaction point, but other times the logical leaps required would never come to me. Sure I could try clicking everything in sight in order to find out but that gets tiresome really quick. The worse ones were problems that had an obvious solution that was locked behind some mechanic I simply didn’t understand, preventing me from solving the puzzle until I’d completed some other, seemingly unrelated, task. I’d estimate that about 65% of the puzzles made sense (even if they were challenging), 15% were faults of mine and the remaining 20% were just nonsensical. I’ve played worse, to be sure, but I’ve also played better.
I’d forgive the game for that, as I did for the original, if it wasn’t for the fact that the developer made many of the same mistakes again. The control scheme is still the awkward mess it was before with the game often failing to capture the mouse pointer. For dual monitor users this will result in the game minimizing itself every so often when you click outside of the game’s window. There’s also a few puzzles which you can get stuck in, requiring you to exit to the main menu in order to be able to reset. There’s even a few places where you can fall through the world, like when One is on the train (simply walk to the left, there’s no barrier to stop you plummeting off the edge). That will also require a restart to get you back again. For first games from an indie studio I’m usually quite lenient, it is after all not easy to create a game, but for further titles I expect to see some level of polish. It’s just not there unfortunately which is a real shame. Hopefully I don’t see the same mistakes in Part 3 (this is supposed to be a trilogy, after all).
The story is still great with the addition of 3 extra characters giving you a much broader perspective on the world that you find yourself in. Each of the new characters are given enough backstory to get you invested which helps immensely in driving you through the game’s more obvious flaws. It certainly had its share of climatic moments, the Josephs scene comes to mind, and the little bits of levity sprinkled throughout are a welcome distraction from the dark overtones. The game proudly announces “To Be Concluded” at the end, signalling that the next instalment is coming and will be the finale to the story, something which I’ll always take points off for. It definitely feels like the story I’d be much more into if it wasn’t for the awkward controls and illogical puzzles. It’s a shame really as I always hope to see indie developers grow beyond the confines of their original success.
The Fall Part 2: Unbound, doubles down on what made the original popular whilst retaining many of the things which I’d had hoped they’d change. The story and puzzles were definitely the developer’s main focus as the game is much longer and more in depth than its predecessor was. However things that marred the original, like the awkward control scheme, lack of polish in some aspects as well as puzzle design that simply didn’t gel with this writer, felt like I was playing almost the same game from 3 years ago. For those who loved the original these issues aren’t likely to pose a problem but for me, someone who loves to see indie developers grow over time, it feels like they’re stagnant. In my mind Over The Moon Games has one last chance to prove that they, and their IP, can innovate beyond what they’ve achieved so far. All this being said The Fall Part 2: Unbound is still probably worth playing for those who love a good puzzle and story, I just wish it wasn’t almost the same game as it was 3 years ago.
The Fall Part 2: Unbound is available on PC, Xbox One, PlayStation 4 and Nintendo Switch right now for $16.99. Game was played on the PC with 6 hours of total playtime and 43% of the achievements unlocked.