Finished
Tails Noir (formerly known as
Backbone) (Eggnut / Raw Fury, 2019)
Successfully crowdfunded and initially published under the name "Backbone", Tails Noir is a visual novel with point-and-click adventure looks and platformer controls.
The game has been somewhat
controversial ever since its crowdfunding campaign ended - hardly any of the images that can be seen on the archived Kickstarter page appear in the finished game, some gameplay mechanics such as stealth & action platforming gameplay were omitted in the final game and the voiceover stretch goal was never delivered, leading to lots of negative user reviews by disgruntled Kickstarter backers on release.
What is in the game is still impressive though:
Fantastic pixel graphics and animations depicting an imaginary Vancouver, Canada populated by anthropomorphic animals, a substantial original soundtrack that includes original songs and a true noir plot, still a rarity in video games.
While the plot, characters and the world-building are strong,
the dialogue-writing is somewhat hit or miss, which is a shame since having conversations is pretty much the whole game and the only means to move the story forward. What's more, a lot of the conversations are optional, so it's
easily possible to miss roughly half of the content of the game by only talking to characters required to progress. I took my time to find every interact-able character and have every conversation possible and got to 7.5 hours of playtime that way, but it's easily possible to just breeze through the game in half the time.
I enjoyed this game quite a lot, particularly for its
uncompromising noir plot that has irritated a lot of reviewers, including professional games journalists.
It's hard to give warnings or consumer advice without getting into spoiler territory for this game, so I'll try to keep it as abstract as possible: Given the trailer (or the playable demo, which is still available on GeForce Now), it's very easy to assume that the game tells a hardboiled detective story, but it's not - it's a true noir, and knowing the difference is key to not be disappointed or confused by the ending. The other bit of consumer advice I can give is: The game does regularly go on sale for up to 80% off and given its length, it's a good idea to take advantage of such a deal.
3.5/5
Previously reviewed in this thread here.
Also finished
There Is No Game: Wrong Dimension (Draw Me A Pixel, 2020)
A puzzle comedy game with a lot of gaming-related meta-humor and satire both in the plot and the actual gameplay mechanics. Best enjoyed unspoiled.
The game works best when the puzzles click quickly, but unfortunately
sometimes the solutions are just a bit too much on the absurd side and get dangerously close to point-and-click-adventure moon logic. There is a built-in hint function, but I got stuck twice despite the hint function and had to consult an external walkthrough. Ultimately the gags are so good, the jokes land so well and the voice-acting performances are so spot-on to make me immediately forgive and forget any temporary frustrations.
The soundtrack by Xiaotian Shi deserves a special mention, it consistently goes above and beyond what anybody could reasonably expect for such a small and oddball game and near the game's climax throws in an original song with full orchestral accompaniment that could easily feature in a broadway musical or a James Bond film soundtrack.
Bad news for Steam Deck owners however:
No controller support and requires rapid mouse movements in key moments, so mouse-emulating controller profiles will not help.
3.5/5
Previously reviewed in this thread here.
Also finished
Valley (Blue Isle Studios. 2016)
Technically a first person shooter, but with such a
strong focus on exploration and 3D platforming that the occasional shooting really seems more of a distraction than anything else. The player character controls a kind of exoskeleton that allows for greatly enhanced running speed, jump height and almost no fall damage, which gets further enhanced with upgrades found during the course of the game. There's also a
collectathon element with two distinct sets of collectibles - and some suit upgrades can only be claimed if enough of the collectibles have been found.
There is a story that is being told through documents found in the game world and occasional audio-logs that builds an alternate history around World War 2 and allied weapons research such as the Manhattan Project.
At its best moments, this game feels like a promising prototype for a first-person Sonic the Hedgehog game, when you're blasting through tunnels and valleys at full speed. The
graphics are a bit dull with little detail in both textures and modelling and often reminded me of late 00s/early 10s Unreal Engine 3 games. There is a whole original
soundtrack as well, but it often felt over the top and
not particularly well matched to the action on screen to me. The
story is also somewhat hit or miss - the world building is good, but the writing that takes itself quite seriously never quite managed to pull me in and suspend my disbelief.
There is also a lot of missed potential in the level design - the game does allow the player to revisit any of the levels at any point (to look for collectibles), but thanks to some additional movement options unlocked through suit upgrades towards the end of the game, there's a huge potential for this game to turn into a true first-person metroidvania where backtracking and re-exploring earlier levels could be really fun and rewarding, but it's left unrealized and that really puts a damper on replay value.
3/5
Also finished
Planet Alpha (Planet Alpha / Team17, 2018)
A puzzle platformer with
stunning, 1950s-Science Fiction-inspired visuals and a great soundtrack to match.
Unfortunately it is really let down by
bad level design - be it stealth sections, action set-pieces or just skill platforming, the game hardly ever gives the player a chance to figure out a course of action beforehand to try and execute and instead is just happy to let players figure it out by dying over and over.
Not only does that get old really quickly, but for me it also really clashed with the mood of the game - I really wanted to explore, take in the amazing presentation and solve puzzles with the game's main unique mechanic that lets the player fast-forward and rewind the game's
dynamic day/night cycle, which changes parts of the levels, but instead the game just tried its best to get me killed unfairly every few minutes.
By the time I got to the game's good ending, which is unlocked by finding four missable collectibles, and by itself really quite well made and clever, more than anything else I felt thankful that the ordeal was over.
2.5/5