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TopicJune Game of the Month Club ft. RiME, Beginner's Guide, Earthbound, and Lolo
KCF0107
06/02/19 5:50:35 PM
#17:


KCF has beaten RiME

I was not expecting to have beaten it already. The length of each chapter varies so wildly that it's hard to get a feel for how much progress you make. Much of what I found to be the game's strengths at the midway point were the same by the end (visual design, music, and puzzles), but I will say that the rest of the sound design started to coalesce.

With The Sexy Brutale being one of my favorite indie games from the past few years and liking Deadlight a lot more than I thought I would, Tequila Works is a company that I will be keeping my eye on for the near future at least. That being said, I was disappointed with a major aspect of the game.

The plot is beyond cryptic that by the time the truth is revealed at the end of the fourth chapter, it isn't reasonable to expect the intended impact of it to be felt by the player. I think that emotional and mental health is a tricky thing to do with a video game as, among many reasons, they often take place in realities that aren't our own. Therefore, all the idiosyncrasies that go with existing and living in such a world is lost on us. We are also usually placed en media ras, so the necessary background info that could help bridge the gap is either not shown at all or minimally and sporadically.

I bring that up because it is revealed that nothing that occurred in the game is real and is part of the father's mind. Outliving your child must be a hard thing to come to grips with, especially with being a witness to your child's death and feeling like a complete failure that you couldn't save them. Unfortunately, I know nothing about the dad, the kid, where they live, what their lives are like, etc... to be able to empathize with him at anything more than a base level. I'm not a sociopath, so it isn't like I felt nothing, but it just wasn't a good representation of going through the five stages of grief.

Perhaps it all just went way over my head, but was many of the important recurring things were a metaphor for something? Other than the substantial amount of wrecked ships in the first two chapters and mysterious figure with the red cloak, I'm not sure anything did. What did the island, puzzles, murals, pterodactyl thing, fox, spirits, sentinels (looked up to see what they were called) have to do with what the father was going through? Were they just things to fill up the game for the player and give it life? I can appreciate good subtle symbolism, but if everything about this game was meant to symbolize something greater, they went overboard five times over with its inscrutability.

I know that the original concept of the game was far different, so after undergoing a lot of changes in the development cycle, I wonder how much was lost in the transition.


That may seem like I overall didn't like the game, but I want to reiterate that I liked it a lot. It was a great journey, and the areas I feel like they emphasized the most turned out well. I just think that the greater picture they had in mind landed with a thud.

I hope many of you give this a try, as it has been or is free in some way, shape, or form on PC, XB1, and PS4. I eagerly await to see what those who do take the plunge think of their experience.
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