Content of the article: "Primordia is an amazing sci-fi adventure and also an interesting take on our future"
And here comes the second entry in my adventure through… well, adventure games. The classic ones at least. I played this one straight up after Unavowed. Both were published by the same company, but Primordia had a different developer, while Unavowed was both created and published by Wadjet Eye.
Just like Unavowed it features a retro look. Yet it is still quite atmospheric (a thing I'm starting to see that all adventure games have in common) and can be quite gorgeous in its own way.
Being a greenhorn to adventure games, I don't think I'll have much to say, other than the game in general is pretty damn good: short and sweet (or bitter depending on the ending). Locations are memorable. One thing that I loved about it is how the game is paced: it's not uncommon to just breeze through an area with a certain objective… but eventually certain items reveal something that you didn't even think it was there. The areas are small, yet they hide so many secrets. It was incredible to see this happen: when I thought I was done with a certain section, turns out there was something else to it. Characters would reveal things they were hiding at first. It's… an approach I don't see too often and that I'd like seeing more and more in modern games: retain the same area, but slowly unravel everything as you go.
That is my main praise for the game, as well as the plot and lore. It paints a very bleak future for humans, while at the same time creating the most human-like robots I've ever seen in this medium. Yet despite the bleakness, this take is incredibly believable: religions state that mankind was created by God. Guess which religion now exists in a purely robotic world? I'm starting to think this is the main strength of adventure games: they can be fun and quirky, but they can also be incredibly deep and this is due to the own nature of the genre, which allows for some excellent writing. As of now, it's the best plot I've experienced in the genre so far.
In terms of interactions I love the dynamic between Horatio and Crispin. They are a perfect duo and the way they're written blends greatly with the plot. They're able to separate seriousness from some very needed comic relief, while retaining this very human-like behavior to them, which helps the player relate to them so much more. Speaking of the characters? They're fantastic: all of them quirky and memorable.
My only complaints are 2: alt+tab kills the game (which I tried to use when I gave up and looked up a walkthrough for hints) and… as I said I am a greenhorn to adventure games. Every single game genre will have its quirks, its clichés. So I am not sure whether to classify this game as perhaps a tad bit obtuse, or if it's just me not being used to the genre. I'll leave that decision to you. I'd say however that despite being a short game, I strongly recommend two things: don't try to just rush through the game. Take your sweet time. Pause when needed and play it when you're more capable of rational and deductive thought. Also make sure to remember details from what happened until now and pay attention to the notes Horatio writes down: these will come in handy more often than not and for a good portion of the time I got completely wrecked because I didn't remember how to access that (dumb of me, I know). The puzzles are challenging, but doable if you allow yourself to rest for a bit. I've only had a single case of pixel-hunting, which was finding the place where you need to get a book and a collar from the underworks. Aside from that there's little to no pixel-hunting.
And I guess that's it. Very good game, if you're a beginner don't be ashamed to use a walkthrough. This one really requires you to get that brain working more, or actually less: overthinking is a thing.
- Unavowed – A nice (re)introduction to adventure games
- Rosalina probably deserves her own series of games. What could a game about Rosalina be like?
- Remember the promises?
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