Publisher: 2 Left Thumbs Developer: Misadventurous Year: 2023 Platform: Windows, Mac, Linux
Rating: 9
Repella Fella is the funniest game I have ever played. No notes.
Okay, I’ll provide some notes, but first, take twelve seconds to watch this clip of the opening credits. If that didn’t at least make you smile, you would probably be miserable playing the actual game. Everyone else, you’re in for a treat.
Publisher: ustwo Developer: ustwo Year: 2020 Platform: Windows, Mac, iOS, tvOS, PS4, PS5, Xbox One, Xbox Series, Switch
Rating: 5
The second adventure game I’ve played with my daughter, Alba has a lot of the same feel-good charm of A Short Hike without having the same variety or freedom that made it an excellent adult game as well.
Publisher: Bob Bates Developer: Bob Bates Year: 2017 Platform: Windows, Mac, Linux, iPhone, iPad, Android
Rating: 6
Bob Bates is a legend in the world of text adventures. While his two games for Infocom (Arthur and Sherlock Holmes) are generally not considered among their best, he co-founded Legend Entertainment and had his hands in almost every game, including Eric the Unready, Gateway, The Blackstone Chronicles, and Quandaries. After being co-president of Zynga and working on all sorts of projects, he returned after 20 years to the world of interactive fiction with the delightful Thaumistry: In Charm’s Way. I was one of the kickstarters and even got a couple of lines into the game myself. Naturally, I was quite eager to play. And while it’s a very short game with little freedom, it’s still a joy for those who like wordplay and tongue-in-cheek humor.
My favorite episode of The Walking Dead is “The Grove,” which is a fairly common opinion. The climax was some of the most gut-wrenching TV I’ve ever witnessed; and while the moment itself is ridiculous on paper, the show earned the moment as they had been slowly building towards it for two seasons, making it seem like a natural progression in this terrifying universe. Anyway, this is basically how I felt at the end of playing this game. Only I cried for twenty more minutes.
In the very near future, Earth has gone to shit due to climate change and is only barely hanging on due to an incredible mining operation on the moon that delivers Helium-3 to Earth, providing much needed energy to the people. Helium-3 is a real isotope, is indeed on the moon, and has been speculated to be a possible energy source. The rest here is science fiction and is all explained in the opening narration. Unfortunately, the station and mining operation have gone dead, and for five years the Earth has been rapidly becoming uninhabitable. You, Claire Johanson, are being sent on a rogue solo expedition to the station to find out what went wrong and hopefully get that sweet, sweet Helium-3 pouring in again.
Publisher: Bruner House Developer: Dramatic Labs Year: 2023 Platform: Windows, PS4, Xbox Series, Xbox One
Rating: 6
Stardate 2023.232: It’s been a hot minute since Trekkies have been graced with a commercial adventure game. Twenty-seven years to be exact. In the meantime there have been endless action, strategy, RPG, and even pinball games based on the Star Trek franchise. Given that Trek is quite famously known for being light on action and heavy on diplomacy, it’s sad that adventure gamers have been left at spacedock for so long. But at long last the team at Dramatic Labs (made up of many former Telltale employees) have remedied this with the release of their first game, Star Trek: Resurgence. While there’s little in the way of puzzles and the interactivity can be painfully light at times, the good news is that the atmosphere and story are pure Trek and should entertain any fan of the franchise.
Taking place shortly after the events of Star Trek: Nemesis (and four years after the conclusion of Deep Space Nine), the game opens as the U.S.S. Resolute, a science vessel, is about to leave dock with their new first officer, a half-human, half-Kobliad named Jara Rydek. She was handpicked by Captain Solano, likely in part because she wasn’t a member of the crew that witnessed a mistake by their captain that cost many lives. For half of the game, you will guide Rydek through building rapport with the crew, evaluating and carrying out orders from the captain, and leading away missions.
The other character you will split time with is crewman Carter Diaz, an engineer from the lower decks who’s just hoping to do a good job and impress his Vulcan supervisor. Along with his colleague Edsilar (an unjoined Trill), his first task involves suiting up and making some repairs on the outside of the hull, which naturally doesn’t go as planned, forcing both he and Rydek to make critical decisions to save the ship.
The Resolute’s primary mission is to negotiate peace talks between the Alydians and the Hotari, species new to the Trek universe. The former is the more technologically powerful species, but the latter has the profitable mines and labor they’re dependent on and exploiting. Joining the crew is renowned negotiator Ambassador Spock, who will support Rydek and occasionally challenge Captain Solano. Predictably, peace talks quickly break down while Rydek and the crew uncover a terrifying horror that threatens the survival of not just the Federation, but the galaxy itself. Another intriguing alien race that had a one-off episode on The Next Generation will play a significant role. Given that Trek is notorious for alien-of-the-week episodes, it’s a welcome surprise to take a deeper dive into one of them.
As both Rydek and Diaz, the primary challenge will be navigating tough conversations. In some cases you will be making stressful command decisions, and in others you’ll be exercising your skills at diplomacy. Either way, your choices often affect how various crew members and characters feel about you. When this occurs, the game will immediately alert you with the result, illustrated with a picture of them showing approval, anger, or neutrality. You can then access the menu to read a fuller description of why the character reacted this way.
On a few occasions, this impacts how certain parts of the story play out (including the ultimate fates of some of the characters), though there is no way to prematurely end the game or drastically alter the story. Some actions will anger one character, yet please another. And frequently you are forced to decide whether or not to stay strong in your convictions or keep the peace. There are no wrong answers, and you can feel free to decide what makes sense to you. My approach while playing was, “What would Jean-Luc Picard do?” and I found the results to be pretty satisfying. My favorite part of conversations was employing empathy and understanding of other cultures to inform my decisions.
For those pining for action there are ample opportunities, during predetermined scenes, to use stealth or your phaser to bypass enemies. Phaser battles are limited in that you can’t freely move around. However, there is still plenty to do. You have to decide when to take cover, aim your weapon, and fire strategically at enemies who present a more imminent threat. The game is fairly forgiving in these areas, though I did fail several times. If you should die in the line of duty, you will be revived at the beginning of the scene to try again. And if a particular area is giving you fits, after failing the first time you will have an opportunity to temporarily switch to story mode. You will still take part in the scene, though you will be essentially invincible and can play at ease.
Play control is fairly intuitive via gamepad or mouse and keyboard. The former is a bit better for moving around in a 360-degree environment, though keyboard users should be just fine as you’re never given more than a room or two to explore at one time and precise movement is never necessary. Quick Time Events are also used sparingly in action scenes, often to dodge an attack or disarm your foe. Ample time is given for each event and serves mostly as a way to (successfully) increase adrenaline. Not only are there very few puzzles, those that exist are fairly dull and needlessly extend scenes in an already long adventure. They are essentially to-do lists; none are difficult and mostly just require using your tricorder to scan for biological or chemical irregularities. The most egregious example is when Rydek must traverse a room equipped with motion sensors that extend only in straight lines. Never mind the fact that the motion sensor on my home security system is a hundred times more effective, there is simply nothing interesting about ducking under and maneuvering between lasers.
The atmosphere is consistently engaging from beginning to end; it never doesn’t feel like you’re in the Star Trek universe. Franchise fans will feel at home with the ambient hum of the warp drive, the claustrophobic turboshafts, the colorful computer consoles, and the ominous thump of deployed photon torpedoes. There are also plenty of familiar yet relatively mundane activities you’ll be undertaking, such as using the transporter, analyzing readings with your tricorder, and piloting a shuttlecraft. These mostly require following simple directions, though the shuttlecraft flights require some basic maneuvering skill and can be failed if you’re not careful. Most of the time, character or plot development is happening concurrently, giving the tasks meaning while immersing you in the story. My only wish is that there was more freedom to explore the ship. At times it feels like you’re watching a television show, knowing that the director only has access to a few sets at a time.
Likewise hampering immersion are fairly modest character models that feel like they belong in a game from fifteen years ago. Facial movements are minimal; when characters spoke I sometimes found myself distracted by their lack of expression. They tend to walk stiffly as well. To top it off, the lip syncing is inconsistent. On the flip side, the cinematography is above average, with many detailed panoramic shots that bring home the scale of both the ship and the infinite void beyond.
You will visit other ships and alien planets along the way, including the Hotari mining colony, Alydian vessels, and an ice planet. While they are colorful and detailed, their scope is unnecessarily limited to familiar humanoid environments. The gravity is the same in every location. The tricorder recognizes pretty much everything. And the alien technology, while in a different language, is familiar enough to Diaz that he easily tackles it even under extreme duress.
The voice acting is a treat. Piotr Michael absolutely kills as Ambassador Spock. Had I not known that Leonard Nimoy is dead, I would have been none the wiser. Krizia Bajor also shines as Rydek, despite the writers giving her little room for joy or levity. Fans will also be delighted by a cameo from a beloved Trek veteran from The Next Generation. The music doesn’t quite reach the symphonic heights of a Jerry Goldsmith arrangement, but is nevertheless beautiful and very well-integrated into each scene, with only a few rare moments where it drowns out some dialogue.
The farther I progressed in the game, the less bothered I was by any of its faults. The nicely layered plot kept me riveted and the action heats up the closer you get to the finale. While some may argue there are too many back-to-back climaxes, they all feel genuine and rewarding. The final big scene is exceptionally scripted, with rapid changes between Rydek and Diaz as they desperately try to save the galaxy. But while I was wholly satisfied with the story’s ending, the denouement left me a bit cold. There’s virtually no resolution to the relationship choices you’ve made along the way, and several questions are left perplexingly unanswered, especially since there’s neither a cliffhanger nor a hint of a potential sequel. None of the alternate endings appear to fill in the blanks, offering just a few changes in character outcomes with different lines of dialogue.
While I have no strong desire to replay the game, I may have considered going back through various chapters to see how other command decisions played out. Alas, there is no chapter select available, and the only way to see a different permutation of the story is to log another ten or so hours to start again from the beginning, with no way to even speed through things you’ve already seen. You can log into the game’s website and use an in-game code to compare the decisions you made with the rest of the world’s players, though the statistics are not as comprehensive as with many similar games.
I hesitate to recommend Resurgence to non-Star Trek fans. So much of my enjoyment came from losing myself in a universe I carry a deep love and nostalgia for. While the complex story holds its own and would be a worthy entry into the official canon, the script itself is a bit low on pathos. A really good episode of Trek would leave me laughing or crying or feeling deeply philosophical about human nature. There are definite attempts to reach those heights here as well, but the story beats don’t always land. So unless you’re a huge fan of sci-fi and/or solving problems via diplomacy, you may find yourself less enthralled without prior familiarity with this universe. That said, the atmosphere and story-building are impressive by any measure, and for existing fans this should be a no-brainer. If you’ve been patiently and agonizingly waiting three decades for a Trek adventure game, Resurgence is sure to have you beaming.
Publisher: Frostwood Interactive; Dino Digital Developer: Frostwood Interactive Year: 2023 Platform: Windows, Mac, Linux
Rating: 4
Cognitive distortions are irrational thought patterns that can lead to self-doubt, anxiety, and depression. Cognitive behavioral therapy teaches people how to recognize these distortions, reframe them to something rational, and then change their behavior to match. Unwording, the third game from Frostwood Interactive (Rainswept, Forgotten Fields), is a journey of three days in the life of one man who’s currently stuck in a negative thought spiral. Rather than watching him work through this in therapy, you will get to help him by playing word games with the goal of reframing his destructive thoughts. While the premise is charming and the mini games are occasionally fun, this very short adventure lacks the depth and polish to fully raise it out of the doldrums.
The first day begins in bed with Tom struggling to brave the world as the player tackles the first word puzzle. The phrase “Wake Up” is emblazoned across four two-dimensional blocks, each block consisting of one to three letters. Tom clearly does not want to do this, however, so you’re asked to move the blocks around to come up with a phrase that matches his current cognitive distortion. Pressing the space bar produces a word cloud of Tom’s internal thought pattern to help guide you to the correct answer; in this case, phrases like “Go back to sleep” and “Quit” are floating around his head. You then must flip the blocks and utilize the letters on the other sides to find the correct phrase. While you don’t need to do anything to the word “Up” in this case, once you turn the blocks that make up the word “Wake,” the phrase “Give Up” will complete the puzzle and advance the story.
When Tom does finally get out of bed, he’s clearly none too happy about it so you must continue to drag him through his daily routine, solving similar puzzles that simply reinforce his negative thought patterns. You’ll avoid neighbors, coworkers, and anything resembling joy to just get him through the day.
On the second day, thanks to the help of an optimistic neighborhood canary that has pooped all over his smartphone, Tom begins the process of reconsidering his place in the world and how others fit into it. In a neat progression, the world changes from 2D to 2.5D and so do the word puzzles. These new puzzles, much like doing therapy, require a little extra work and perseverance. Rather than simply flip the blocks over, you now must rotate them in place until they correctly align with the needed phrase. By doing so, Tom will reframe his negative thoughts and be rewarded with a little more joy in his day.
On the third and final day, the world changes to 3D and the puzzles become harder still. Tom will be presented with text boxes and you must type in the correct word to advance the story. In some cases, like going through a door, the answer will be fairly obvious. Others require more lateral thinking. As a longtime fan of text adventures, I typically enjoy typing in my answers, though I ran into some unfortunate guess-the-verb issues in this section of the game.
This approach to mental health recovery is clearly reductive, but it’s a nice introduction to the topic and a fun excuse for some word puzzles. There is an easy mode and a normal mode (which only seems to affect the first section), with the former confirming each letter block as it’s correctly placed and providing a hint option that places blocks correctly for you upon request. Hints really shouldn’t be needed, however; I chose the normal mode and found little challenge with the block puzzles until some late game trial and error with the text parser.
Unwording strictly uses the keyboard and mouse and should not give players any difficulty. Moving Tom around is straightforward, and it’s generally easy to tell what and who he can interact with, especially since you typically visit all the same locations (e.g. the office, storefronts outside your apartment) in the same order each day. The characters and backgrounds are done in a simple cartoony look throughout that, while not unpleasant, is also not terribly interesting. There’s very little in the way of animation either, outside of Tom walking and the occasional hand gesture he makes to others. Most actions, such as grabbing something from the fridge, or sitting down to work, are presented with a fade to black and then the result. The game does have some graphical difficulties, as Tom’s arms and legs will frequently go through walls and other scenery. This is not a concern gameplay-wise as you can’t get stuck, but it does make the experience feel a bit sloppy.
There is no dialogue in the game and the only character interaction shown is via non-verbal communication. To compensate for this, as Tom’s perspective on life improves over the course of the three days, he smiles more often, his posture gets better, and the hues of his world incrementally grow brighter. Background music consists of gentle rhythms and dulcet tones, and there are basic sound effects that accompany certain actions such as opening a door or running the washing machine.
The game bills itself as an uplifting and powerful story, though there’s not nearly enough character development or story to deserve these adjectives. Tom is the definition of generic (as is everyone else here), and his mental health transformation is too abrupt to elicit pathos. About ninety minutes is all it takes to see everything there is to see in Unwording. Given the simplicity of the narrative and the minimal variety of puzzles, that’s about the right length. Those who are interested in the topic and are keen to get their hands on any game with word puzzles will likely find themselves enjoying a very short but pleasant diversion. Otherwise there’s little else to recommend to anyone seeking a full-fledged adventure game experience.
Publisher: Toge Developer: Mojiken Year: 2023 Platform: Windows, XBox One, XBox Series, PS4, PS5, Switch
Rating: 7
“I’m not ashamed of my story”
A Tale of Two Cities is a wonderfully dark, albeit uplifting story that I would recommend to anyone. Yet I never would have finished it had Ms. Kubella not tethered my doing so to passing the 9th grade. As a teenager who grew up on Dean Koontz thrillers, I did not have the patience at first to trudge through the hours of character development leading up to the riveting and inspiring final act. I felt quite similarly after starting Mojiken’s narrative adventure A Space for the Unbound, a tale that also embraces themes of duality and transformation. The first several hours are indeed the worst of times, and I probably would have quit had I not been reviewing the game. But as with Dickens, I am delighted that I persevered to be rewarded with one of the most emotionally stirring games I have ever experienced.
You play as Atma, a high school boy in late-90s rural Indonesia who has a very close friend named Raya. They’re both a bit ambivalent about graduating but together they map out a bucket list (a term that didn’t exist in the 90s, but I digress) of things they want to do before the responsibilities of adulthood take over. While starting out on their adventure, Atma discovers a red book that allows him the ability to “space dive” into a person’s subconscious to help them face past trauma and make life-affirming decisions. Atma’s motivated to take these space dives because the parties involved are unwittingly blocking his attempts at completing the bucket list. He soon discovers, however, that Raya has a similar but more destructive superpower that can alter reality itself.
Gameplay is fairly standard as you walk around town, interact with townsfolk, pick up objects (including all those rare bottle caps from your bucket list), and name and pet every adorable kitty in town. The side-scrolling, story-driven adventure supports both gamepad and keyboard and both are pretty seamless. There are plenty of arcade-like mini-games that I found to be a bit easier on the gamepad, though your mileage may vary. Most conversations involve exhausting available topics and there’s never a way to fail a conversation. Most characters (including the cats!) have a lot of feelings about Atma, represented by emoji clouds over their heads.
The first third of game is an exercise in pointless tedium, unfortunately, as every attempt to work on the bucket list either requires Atma to go on painstaking fetch quests or play the aforementioned mini-games. The games range from sneaking around authority figures, throwing objects to distract animals, to even a literal Mortal Kombat-style arcade game. They’re fairly mundane, rather easy (especially at the beginning), and are often little more than a diversion. Three hours in and I had briefly met a couple dozen characters and walked around town a few times, all without any motivation to do so outside of this bucket list that I didn’t care about (especially since Raya too seemed to stop caring about it almost immediately).
The plot finally picks up when Atma starts space-diving those closest to Raya, which puts the two protagonists and their respective superpowers at odds. To say more would be a spoiler about the nature of the conflict, but it winds up causing chaos to reign and jeopardizing the fabric of space-time. Atma’s powers suddenly matter, and the bucket list takes a backseat to his frantic race to save the world and Raya with it. Even some of the cats get into it, with one of them developing quite the attitude and filthy mouth to match it.
At the same time, the puzzles become exponentially more interesting, especially after Atma acquires the ability to time travel, giving him the gift (or curse?) of being able to space-dive people’s subconciouses within other people’s subconsciouses across multiple timelines just to make one tiny fix to the present. The Inception-level logic at play I found to be devilishly satisfying. Courtroom scenes reminiscent of Phoenix Wright populate the subconscious of several characters, with Atma needing to find evidence and object to inconsistent testimony. One of my favorite puzzles involves an organic and clever use of algebra. It’s not especially difficult, though admittedly it could stop the game cold for those without the requisite math skills, especially since there’s no hint system of any kind.
While space-diving takes Atma to a trippy dream-like world, you’ll spend a lot of time bustling about town. You’ll run into a guy with a stand who’s there to fix people’s tires, and you’ll come across a food cart selling Es Legen, a local drink that comes from the tap water of palm trees. A stranger will try to turn you on to keroncong music, and you’ll find yourself immersed in the town-wide Lintang Festival. The atmosphere solidly captures its distinctive time and locale throughout, introducing players to Indonesian music, cuisine, rituals, and hordes of stray cats (and other animals). The anime-inspired pixel art graphics are consistently gorgeous, with a wide color palette and excellent use of shadows and perspective. The cutscenes are also used to great effect, with meticulously drawn close-ups that offer a sharp contrast from the otherwise gamified atmosphere to elicit pathos when it’s needed most.
The original soundtrack by Masdito “ittou” Bachtiar and Christabel Annora sports a whopping 72 numbers, and seemingly each one sets the mood for its own scene and character. There are also vocal tracks that perfectly capture the game’s themes of duality and loss, and I would gladly listen to every one of these again. My only critique is that the music rarely shuts off, as if the game doesn’t trust the player to stay engaged with the world’s natural ambience. Additionally, the clickety-clack of a typewriter unnecessarily accompanies every line of dialogue and detracts from the conversations.
It will take the average player around ten hours to see the main story. It’s hard to say if that’s too long, as in hindsight I discovered that nearly every dull moment I encountered at the beginning had purpose, culminating in a profoundly moving endgame that had me welled up in tears. I even found myself wishing to explore the world further to complete the bucket list items I missed, but several would have required another full playthrough to get them all. Then again, perhaps that’s a good thing, as I was able to spend more time basking in the afterglow of a gaming experience that ended up being very much the best of times.
For those with enough patience to see it through, A Space for the Unbound becomes an intensely rewarding experience that pulls all the right heartstrings. While it starts out slow and tedious and perhaps focuses too much on light arcade sequences, eventually a multi-layered plot with clever puzzles accompanied by engrossing atmosphere and music emerge to treat those who stick with it. It may not be perfect, but this ambitious, culturally distinctive narrative adventure by Mojiken is an easy recommendation.
Right on the heels of The Blackwell Legacy, Dave Gilbert took a risk and went straight to a prequel, which is an especially odd choice given that the first game is far from epic and barely explored the characters there. Yet it still works, and I found myself enjoying the experience significantly more.
The first game of a five-part series, The Blackwell Legacy is fairly short and fairly mundane, but it does a nice job of establishing a lore and providing a springboard to the rest of the story.
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