First Impression: Master Detective Archives: Rain Code (Switch) ~ Exposing The Truth

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It’s no secret that I love games like the Zero Escape series, Corpse Party, Danganronpa or Ace Attorney to name just a few. All of them amazing game series, and they pull the player in a tense story while also having great puzzles and mechanics to aid you in the quest to finish the story. After I finished Danganronpa V3, I was quite hyped to see where the studio was going next. To my surprise, a totally new game came out from them called Master Detective Archives: Rain Code. As soon as I saw the trailer for the first time and I saw it was by the same developers, I got hyped right away. Almost overhyped. A new game and it looks like it’s going to be in my favorite style of games… Sign me up. Now, I’m over the halfway point in this game and feel it’s high time to talk about it. Is this game worth our time, is it even sequel worthy or is it better as a one-off game… Or is it better left to rot as a failed experiment? Let’s find out in this article. As usual, I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article.

Editorial note: I do own the DLC’s, but since they aren’t all released, I’m not going to talk about them in this review. This review is written when v1.3.1 was released and the latest version.

Exposing the Truth

In this game, you play as Yuma Kokohead. Yuma lost his memories and woke up in the lost-and-found of a train station with a letter. In this letter, you get tasked by going on a train to Kanai Ward. This city is owned by the Amaterasu Corporation and is locked off from the rest of the world.

On the train, you meet a few other characters, who are all master detectives from the World Detective Organization. Master detectives all have a special magical power that sets them apart from other detectives. For example, one of them has the ability to detect all heartbeats of all living creatures in a room or area. That way, he can make sure nobody is hiding or following him.

Yet, it doesn’t take long before disaster strikes on the train ride towards Kanai Ward and after Yuma faints in the bathroom… A murder takes place on the train. On top of that, it turns out that Yuma actually paid with his lost memories to make a pact with a death god named Shinigami. While investigating the train, it turns out that all the master detectives are dead and Yuma is riding towards a strange locked off town where he is the only survivor and the obvious suspect.

Shinigami reveals she can take Yuma in a special labyrinth where the actual mystery takes form, and you have to solve it before the mystery labyrinth takes a hold of your soul and traps you inside forever. But is this going to be enough to clear Yuma’s name, or is it going to cause even more problems? Or is Yuma getting trapped forever in the mystery labyrinth?

Phew, what an introduction to the story this time around. You might think that I talked about quite a lot and that I may have spoiled several things. While I may have spoiled a few things, I only spoiled them for the first two hours of the game. Yes, believe it or not… All of this happens in the first two hours, and it ramps up after that. If you played Danganronpa, a lot of the story concepts will sound familiar, since this is supposed to be a spiritual successor to the series.

Something that’s bringing this story alive is the insanely good cast of voice actors. I linked to the Behindthevoiceactors.com page of this game and when you scroll through the previous works of the voice actors, I’m just impressed at the various roles they played. And let me tell you, they brought their A-game to this game as well. I have no complaints about the voice acting at all in this game. While I’m playing with the English dub, I can’t praise it enough. It fits the writing and the pace of this game like a glove. It made me even more invested in the story.

If I have to be really critical, the story itself is sometimes a bit too Saturday cartoons like. Each chapter follows a clear arc with a start, middle and an end with a big main mystery that’s tying it all together. Yet, I personally feel that this isn’t such a bad thing, since this makes this game feel like I’m actually playing one of these cartoon shows from my childhood, and I’m having a blast doing it. The only downside of this is that at certain points, this game can become a bit predictable and then the game might take a bit too long to reach the conclusion of the chapter. And in those cases, I have learned myself to just enjoy the ride and seeing the characters figure out something you have figured out a while ago.

Because of the clear story structure, this game is quite linear. You only work on solving one mystery and investigate an area to try and find clues towards the perpetrator. There are also side missions you can do to not only get additional lore and story, but to get additional detective points, but more on those points later. A good thing that this game does is that it tells you when it’s going to lock you in a certain area and when you might want to wrap up any remaining side quests or find hidden collectibles before it’s too late.

There are several hidden collectibles in this game that unlock additional side stories between Yuma and the other characters. Think of it like the additional banter you get when you increase the friendship between two characters in a Fire Emblem game. But unlike Fire Emblem, these don’t unlock additional skills or something else. They are just a bonus item to look for.

The easy mysteries?

The bulk of this game takes place in the big, locked away city of Kanai Ward. While you explore the city, a new mystery draws Yuma’s attention and together with another cast member he goes out of his way to solve it.

The gameplay has two parts basically. The first part is the investigation part. In this part, you do the actual detective work and gather evidence. You go and talk to various people of interest and gather more information, so you can uncover as much information as you can. This part of the game is rather straight forward and doesn’t involve a lot of gameplay. But, it’s here that you are supposed to pay attention and take everything in. Since, the second part of the gameplay is where you are basically tested on your understanding of the mystery.

The second part of the gameplay is the mystery labyrinth. This labyrinth is in concept the exact same as how the trails worked in the Danganronpa series. The mystery labyrinth is this game’s trails. Some of the mini-games and quick time events even return in this game as well. And if you are afraid that the core gameplay of the trials is going to be missing, you don’t have to worry. Since, it’s back in the Reasoning Death Match.

Explaining every mechanic of the mystery labyrinth is going to take a while, but let me summarize it. In this labyrinth, you go from room to room, answering questions and making sure you have a straight path to the answer. By playing certain mini-games, you get more answers and let everything fall into place. Now, the difficulty depends on how many detective points you earn and how many abilities you unlock with that.

Depending on how thorough you are and the fewer mistakes you make, the more detective points you earn. With the points, you earn a higher level, and you can unlock more skills and abilities. These make the game easier to play through. Yet, I feel that it makes the game a bit too easy. I’m currently midway in the game and I have unlocked almost the whole skills tree and I don’t have any trouble using all my skills. This part of the game feels very unbalanced to me. I did all side quests and talked to almost everybody I could talk too.

This makes the mystery labyrinth less fun, since the penalty of failing a mini-game isn’t big at all. And this is the biggest problem in this game in my opinion. Because you can make this game so easy, it really feels like there is no penalty to making mistakes and just brute forcing the answer. Something that doesn’t help either is the fact that you can’t go with a wrong answer or theory. I really can’t put my finger on it, but I feel like the Danganronpa games were more challenging than this game. I’m quite that the ease of unlocking skills has something to do with it, but I feel that it was played too safe.

Thankfully, that doesn’t destroy the enjoyment I get from this game. It’s still a fun game to play through. I can also disable skills when I want to make the game more difficult on myself. I think if you go to this game looking for a game where you can get stuck on the wrong theory, then this game isn’t for you. The game is too linear for that.

But, I think something that would help in the mini-games is that if you make a mistake by choosing the wrong answer, to not directly punish the player and let you retake the question. Since this makes brute forcing the mystery too easy. Maybe let the player take a wrong turn and if they take that wrong turn… Let them think it’s fine for a while but hit them with why it doesn’t work or how it didn’t happen that way and give them an instant game over.

In this game, several mechanics of Danganronpa return. My favorite moments are the Reasoning Death Matches. Since they are just great fun to do. Doing the statements that fly towards you and slicing through the wrong statements with the correct solution key to break their argument is just the best mechanic in this game. I loved it in Danganronpa and I love it here. The comic book of putting the events of the crime together at the end returns as well. You also have a car riding mini-game where you have to choose the right answer in a short time limit, and you have a mini-game where you have to create the correct word. The final mini-game is where you have confirmed the perpetrator, and you go and confrontation. Overall, the mini-games are fun, and it’s very rewarding seeing your investigation and theories come together in the mystery labyrinth, but I feel like there should be more people to banter with. Since, now you only enter the mystery labyrinth with Shinigami and one other side character. Even when the characters are as well written and fleshed out as they are in this game, I still miss the interjection of the the other characters like in Danganronpa. I also feel that after you finish the chapter with one side character they are put to the side and somewhat forgotten and they only get fleshed out during their chapter.

Maybe I’m looking too critical to this game and I’m making a big deal out of things that shouldn’t be a big deal. I think that the reason why I’m pointing out these flaws is because I think that this game is doing amazing things and continuing the formula in a new fresh unique way, but it feels like a lot more can be done and I may have expected things to go a bit different in some places. But, like I already said, this game is still a blast to play and the charm of the characters, story and setting make the issues I talked about earlier disappear like snow in the summer sun.

Going with the bus

This game is exclusive to the Nintendo Switch. This game works surprisingly well on the Nintendo Switch. I haven’t seen any slowdown or low frame rate spots while playing this game. To me, this game is proof that you don’t always need the highest and newest graphics to make a new game these days. The focus should be always on if the game is fun to play and has a good story, like I talked about earlier.

Another focus should be that the game has a good consistent art style. This game has an amazing art style and makes the game come even more alive. The art style mixes elements from Danganronpa like the pink/purple blood and the objection screens, and a brand new 3D artstyle for the series. And it works wonders for this game. Visually, I don’t have any problems to point out. Well, there is one thing I can point out, and that’s that invisible walls sometimes break the immersion. Especially since they tend to stop Yuma in his tracks. You don’t get any sign you aren’t allowed to go there but on the otherhand, making all these side streets and paths blocked off would make for a more unbelievable world… So, I understand where it’s coming from.

The animations as are extremely well done as well. Some of them are going a bit over the top but I rather have that than it trying to be realistic and failing. Since then it’s too easy to get into the uncanny valley, since these models weren’t made for that style of animation. I’m also glad that they show more of the action that hiding things away like in Zero Time Dilemma.

Now, I do have one flaw with the visuals and UI I want to talk about. When you are in the menu, a “new” or “update” badge is displayed when there is something to look at in that menu-item. In the glossary and tutorial item it said “new” for the longest time while I have seen everything. Now, it fixed itself in the third chapter but I can’t tell you if that’s because I went through some random entries…

But, that’s only a very minor issue that might trigger your OCD a bit, but it doesn’t break anything about the game. Which brings me neatly to the UI. The UI in this game is just very well done. The mini-map is quite helpful to use to quickly see if you have people to talk too in a room or if you have still things you need to do in a room. The option menu is also quite extensive and it allows to set quite a lot of things to how you want them to be.

There is also a fast travel in this game, this fast travel is the bus system that drives through Kanai Ward. But, you can’t always fast travel since sometimes the story locks you in one area or it wouldn’t make any sense in terms of the story. You can use this quick travel by either going to a bus station or using the main map in the main menu. On this main map, you can also see in which area’s the side quests are and where the next part of the main quest is.

Something surprising in terms of good UI design is the fact that when you pause the game with the “+” button, you can hide the UI with a tap on any other button. Also, when you tap a button again, it will show that you are paused. So, you don’t have to fear if your game has crashed or froze… This is great design in terms of the UI and controls. Speaking about the controls, apart from sometimes missing a sprint button, I have no complaints what so ever about the controls. The default controls almost worked perfectly for me, apart from me having to move up the sensitivity up by a little bit. The only thing I want to mention about the controls is that during cutscenes, the “R” button isn’t fast foward but skip. Thankfully, you have to hold “R” to skip so you don’t skip anything by accident. But, I’d have loved to see “ZR” for skip and “R” to fast foward, but that might have some technical difficulties to program cutscenes with?

In this 30-ish hour long game, you really get your money’s worth in terms of gameplay. The music and sound effects are excellent as well. I even read that completionists spend close to 50 hours in this game. In addition to that, not all the DLC has been released so it might even take longer. The auto save system is very forgiving and the game saves often. You also have several save slots to save manually too. So, if you want to share the experience, you can. Or if you want to replay a certain part, you can make a save at that moment for later. You can’t name your saves and the only information you get is the location, chapter name and playtime. So, yeah.

Finally, I have to talk about the music and sound effects. In this game, Masafumi Takada returns to create the music and sound effects. This composer is not only famous from Danganronpa but also did music for Super Smash Bros Ultimate, Death Come True, Resident Evil: The Umbrella Chronicles, Fatal Frame: Mask of the Lunar Eclipse, The Evil Within and World’s End Club to name just a few. You really hear the Danganronpa roots in some of the tracks but all the tracks stand on their own as well. I feel like the music and sound effects are refercing the games they came from but also standing on their own like how it works in the AI: The Somnium Files and the Zero Escape series. I’m really glad I got the collectors edition so I can enjoy the soundtrack as well. Since, I already added it to my playlist to listen to while at work. It’s really well done and gets a thumbs up from me.

The final thing I want to say before I go to the conclusion is that I find it amazing how some pop culture references are hidden in the loading screens. Even some very obscure ones. It also contains additional lore and not only that, it fits the theme of the current case. That’s some impressive attention to detail.

Now, that’s a long article. Does this game stand next to Danganronpa as it spiritual successor? Yes, yes it does. While the game is more light hearted than Danganronpa, it’s still an amazing mystery game that is a blast to play. If you are a fan of Danganronpa or Zero Escape, this game is a no brainer to play. If you enjoy detective games or games where you have to solve a big mystery… This game is also for you.

Apart from some minor nitpicks, the ease of making the game too easy and some mixed feelings about parts of the story structure… I don’t have any complaints about this game. Also, apart from the nitpicks, the flaws I mentioned don’t overtake all the positive things in this game for me. Kazutaka Kodaka and his team did amazingly well in this game and I can’t wait which games they are going to create next. This game is a thrill ride from start to finish and shouldn’t be overlooked on the Nintendo Switch. I’m having a hard time not playing this game to strech my enjoyment out as much as I can… It’s that good. I can’t wait to see how it ends and how the additonal DLC chapters are going to enrich the game. If I have to give the game a score it is a 90/100 for me. Don’t sleep on this game, it’s one of the better 3rd party Switch exclusives and it deserves to be played.

In any case, that’s everything I wanted to talk about this game for now. I want to thank you so much for reading and I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another one but until then, have a great rest of your day and take care.

NekoJonez’s April 2018 Update

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April 2018 is almost over and there are a few things I would love to tell about the future of my blog. There are a lot of things going on behind the scenes, making my life extremely hectic and busy. So, I hope you don’t mind I keep this article extremely short. So, ready, set, go! 

Personal life stuff

Like I said in the introduction, my personal life is quite hectic at the moment. Next week, I’ll have a week off from work. While you would think: “oh, then Jonez has more time for articles.”, that isn’t true at all.

I took a week off from work because the final week of rehearsals for the play I’m in starts up tomorrow. That means I’ll be out of the house each and every evening to perfect the play and have the premiere upcoming Friday.

That’s a lot of work for sure, but during the day, I’ll be a student. Where I’m studying for an upcoming exam in college for my one to least subject. For those who are curious, it’s a SQL-exam.

Also, the past week was exhausting. Long hours at work, studying, acting and I started to play a bunch of new games to review in the future on my blog. I think I better focused on one game. But, hey, I wanted to play some different games too.

In addition to that, I have been buying games left and right, mostly Dutch edutainment games to complete my collection of some series. While I’m glad my collection gets more and more complete, I don’t have the budget right now to buy a Switch. But, one thing is for sure, this year will be the year I’m going to buy a Switch!

Blog work

When April is over, I’ll start making some changes to my blog. At first, I’ll fix typos in older articles and make small changes to articles. Most of those changes will be rewriting sentences that don’t make sense in English. You might have noticed here and there that I use expressions that make sense in Dutch, but not in English. So, that sort of thing.

Besides that, I’ll be changing the layout of my overview pages. I’ll be merging some of them and others will have a design change. In addition to that, I’ll be merging some of my categories too. Series I don’t write anymore will go to an archive and other series will become sub-categories… I hope to be able to finish all the work by the end of this year.

For progress on this, follow me on Twitter. I’ll be tweeting out when I updated something. If the update is bigger then usual, I’ll be writing a short post on my Tumblr who, which is set up to give an automatic tweet when posted.

Besides all the reworking of my blog, I’m still fighting against article theft. Recently, I found out that three blogs (!) were stealing content from me again. Thankfully, two of three are down already. This all started with the publication of my Monster Tale review. I, NekoJonez from NekoJonez’s Gaming blog, haven’t got any request for using my review on another site… and yet, I found it on three other websites.

Currently, I’m trying everything I can to take down the root of the problem. It’s a website that is advertised by the three theft bots. So, I hope the websites where the accounts are located take them down.

Now, to close this section with some other news and that is what I’m thinking about something along the lines of Patreon or a PayPal tip jar. So, anybody who wants to support me, can. Now, where would this money go too you might ask. Well, all the money I earn from my blog will go towards my gaming collection. I’ll only buy games I want to review on my blog.

Now, I’m only thinking about this and I’m curious if there is interest in this. Feel free to post your thoughts in the comment section down below.

Upcoming articles

So, I have a whole list of articles that will appear in the future. My list is a bit too long in my opinion so some articles might not appear soon but later.

First of all, I want to write a first impression – review article on Neon Valley Revenge. Now that the game has been released on Steam as an Early Access title, I want to write an article about it. But, because I didn’t have the time and I had other developer requests waiting for me, I had to delay it a bit. If I find the time, this article will arrive in early May.

So, what games will be getting an article in the future from me? Well, here is a peak on my list of games I want to talk about. Do keep in mind, that this is subject to change depending on how much time I have and what games grab my interest.

God of Thunder (PC), Popolocrios (PSP), Pokémon Diamon, Pearl & Platinium (DS), Star Stable Online (PC), Drawn To Life (DS), Rob (PC), Project Zero II – Crisom Butterfly (PS2), Rayman (PS1), Mario Strikers (Wii), Tomb Raider Underworld (PC)…

Besides that, I do have some things to talk about I promised on Twitter. I have been asked this question by Bradon Green.

Also, I want to write articles like I wrote last week about my nostalgic memories of a series I love. Other series I want to take a look at in this format are Mario, Zelda, Lego games, Freddi Fish and various others.

The final thing I want to mention is that it’s possible that next week might have no article. Because, like I said earlier, I’m quite busy and my focus is more on my acting group and college. If I do find the time, I’ll write an article. Otherwise, next week will have none. It’s a great idea to follow me on twitter @NekoJonez if you want to keep up to date with the latest things happening.

So, that’s everything I wanted to say and keep you up to date about. Thank you for reading this article and I hope you enjoy it as much as I enjoyed writing it! I hope to be able to welcome you in another article but until then, take care and have a great rest of your day.

Preview: Shadow On Broadway (PC) ~ Let’s Solve This Demo!

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Today we are going to talk about something quite unique. This game is created by a group of students and this is their first game. A more complete story can be read on their about page. The reason I decided to write an article about this game is because I tried to create games in the past with my friends. So, this story speaks to me. My games weren’t as fleshed out or developed as this game is. But, is this game any good or is this a project better left between friends and family of the developers? Let’s take an honest look at the game. I have beaten this demo three times, the first two levels are playable, so if you want the full game, you will have to follow them on Facebook for future updates. Also, as usual, feel free to leave a comment with your opinion on the game and/or the content of the article in the comment section down below.

Note: while I have beaten the game, I’m not going to label this as a review. I have chosen to label this as a preview since it’s a demo that shows off the first two levels of the game in an alpha stage.

A Mystery

Shadow on Broadway 1In this game, you play as a P.I. named Jack and you must find Nancy. Together with Genevieve, you find a lead on which gang has Nancy. So, you can start to look for her.

While the setup for the story isn’t unique, what matters is how the story is written. The writing is okay. I enjoy detective/crime stories but I have read better-written stories. That’s not to say that this story is bad, the pacing is great but there are things left unexplained and things that don’t really “click” with the overall presentation.

Most of the story will be told while the next level loads. This will happen in nice black and white drawn panels. They are displayed like you are reading a visual novel. If you aren’t interested in the story, you can skip it by clicking after the level loaded. The voice acting will keep playing if you clicked until the cutscene transitioned into the level, but the comic book way of presenting the story won’t progress.

Speaking of the voice acting, it’s decent. There were a few things that could be improved in terms of the voice acting. Sometimes the voice acting lacked the emotion or the needed “punch”. To avoid spoilers, I won’t give specific examples but you will hear it once or twice. But then again, this might be me being too critical of a free game made by a group of people who just released their first game. Since the sound quality is amazing when it comes to the voice acting. It’s just that additional “punch” that is lacking.

There are also subtitles that show up on the top of your screen when the characters are talking. The only thing that annoyed me about them is the fact that a lot of subtitles are missing the “.” at the end of the sentence. You also get a sort of tutorial, where the keys are explained. These show up above the health bar in red while you hear the sound of pressing keys on a typewriter while letter per letter is shown.

This brings me to the sound design. The soundtrack of this game is good. The music is good and helps a lot building the atmosphere. The sound effects are overall good with a few exceptions. The sound effects of hitting enemies and them dying is just bad.

The sound of hitting the enemies is just annoying. When I heard it the first time, I just imagined a room full of them and them dying all at the same time. The sound of the enemies dying didn’t fit the enemies at all.

Solving it

Shadow on Broadway 2The gameplay of this game is pretty good. You play either as Jack or Genevieve. Both have different abilities that are unique to them.

Jack can roll to dodge attacks and Genevieve has a few magical moves. Their moves are easy to get used too since the controls are responsive. Yet, I have a few complaints when it comes to the controls.

The first problem with the controls is something I’m annoyed by if games do this. I live in Belgium and we have an “AZERTY”-layout in our keyboards. Usually, the game rebinds the “WASD”-movement keys to “ZQSD” but this game doesn’t do that. Thankfully, I could use the arrow keys as a replacement but this made it awkward for me when I had to fight. Since my arms are so close to each other. Oh well.

This brings me right to my second problem. Because of that, some keys were too far from my fingers to use. This became a problem in the second level when I was playing around with the magic abilities of Genevieve.

And the final issue I have with the controls is the lack of a rebind option and the options menu. You can’t rebind the keys and the options menu for the “controls” only shows a few of the keys. This needs to be a bit more worked out.

This brings me to the menu system and the UI. Something I pay a lot of attention too. And in this game, the menu system is okay apart from two things. I think that when you open the pause menu, it should make the menu more the focus. Now, it’s just displayed on top of the level.  My second “issue” with the menu system is a very small one. But, why is there on every menu “return” used to return to the previous menu but in the sound menu it’s “back”?

A small suggestion for the sound menu is, when you mess around with the sliders, it would be nice if you hear a sample so you can tweak it to your liking.

Now, I’m sorry but the UI isn’t the prettiest of things in this game. Now, am I saying the art chosen for the HUD and everything is bad? No, not at all. The problem is that it doesn’t fit the presentation at all. It would make the game so much better if the HUD blends in with the presentation a bit more.

Close, but no cigar.

Shadow on Broadway 3Now, it might seem that this game is bad or mediocre. The thing is, the game is still in its early stages and it shows. I think it’s a wise move of the developers to put the game online and get as much feedback as they can to improve their game.

Something I really liked about the demo was the presentation. The atmosphere of the game is just perfect. The filter put onto the gameplay is pretty good. Yet, it bugs me that I still need to complain about something here. The animation still needs a lot of work. The animation of the first boss special attack is unfinished and the animation of some scripted events aren’t present yet. Which is a shame, since the character models are well made and detailed. But without things like lip synching or some more movement of the characters, while those scripted events play out, it gives the game a cheap and unfinished feel.

Since this demo is quite short and can be beaten in a few minutes, this game doesn’t have a save feature. In fact, I didn’t need a save feature in this demo since I never came close to dying. The demo is easy, some puzzles might stump you for a bit but a seasoned puzzle gamer will blast through them.  This doesn’t mean that the puzzles are bad, they are easy to figure out and they don’t slow down the gameplay.

Like I touched upon before, in this game you must explore and investigate an area. In this game, you must solve puzzles and defeat enemies. I just talked about the puzzles, so let’s talk about the combat. The combat is pretty good, it’s too bad that there weren’t more challenging situations in the demo to experiment more with the combat system of the game.

If the developers would use these two levels as the opening of the full version of the game, my only hope is that they make those two levels longer. It’s better to have a couple of longer levels than a bunch of short levels. Since it allows for more creativity instead of an incoherent mess of ideas. That’s my opinion.

In one of my playthroughs, a glitch stopped me in my tracks. The camera froze just before the cutscene of the 2nd boss but I could continue playing the game. Blindly. The glitch stopped me from pausing the game too. I tried to replicate it several times, but I can’t tell what caused it.

Thanks to this glitch, I learned that you can use your attacks during those scripted cutscenes. This was so nostalgic to me since you could do that in the old Tomb Raider games too.

I want to mention one other thing about the 2nd boss too. Dress his arena a bit more. In the scripted cutscene, you show us walking to him while he is sitting on a stage in a theatre. But, when the fight starts, it almost looks like you are in an ordinary room.

If I may give a final suggestion before I go to my conclusion, I think there is a missed opportunity in the game. I think it would be a good idea if you put “Demo / Alpha version” somewhere in the main menu or as a message when you start the game. Since otherwise, people might think that this is going to reflect on the full version and that might put off potential players.

My conclusion for this game is a simple one to make. I think the developers Team Noir are working on something interesting here. The game looks promising but lacks a lot of polish. The HUD doesn’t fit the atmosphere, the animation needs some work, the story needs a bit more depth… but the fundamentals are there.

I have played a lot of good and bad free games in my gaming life and this is getting so close to the good category. I honestly think they released the demo too soon. This game could have benefitted from more polish. I have played far worse games where the game bugs out or the controls lock up. That doesn’t happen in this game. Apart from one glitch I couldn’t reproduce or trigger for a second time, everything works in this game like it’s supposed to be.

The content of this demo promises an interesting game. Developing a game is hard and requires a lot of work and skill. Looking at this demo, it’s obvious that the skill is already there. It just needs some more work.

That’s everything I wanted to talk about in this game/demo. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then have a great rest of your day and take care!