![]() In a more subjective sense it seems to take massive influence from the urban fantasy book series The Dresden Files, which is one of my all time favorites. I'm sure I'm missing plenty that people say are the greatest ever, but for where I'm at now in my experience of the genre this is in my top five, and that's down to both it's general quality and how more subjectively it seems to have been made to perfectly cater to my interests. I'm certainly not as devout a player of point and click adventure games as some people, but I like them and have played a decent amount at this point that at least includes all the monkey island games. It's a shame that player choice didn't have a larger impact on the plot, but it's at least well written and worth experiencing. Overall, while the puzzles may lack depth and feel very similar to any point and click adventure, the game excels with it's writing, acting and art design. There isn't a moment like this for the actor profession and I never played the bartender past the prologue. It's not poorly written as is, but could have been improved. I think more could have been done by expanding their tension across multiple missions, ultimately leading to her accepting you. She also drops the whole issue before the end of the mission. Vicki is nearly killed by you at the start of the game and while there is tension between the two of you when you first meet, it feels like a tame response given what happened. This also led to a contrived moment in the plot if you chose a cop profession. You will periodically get a dialogue option based on your profession, but I never found these to be impactful. While each origin story is interesting, there is little impact on the narrative or mission progression as a result. ![]() While I get the reasoning from a narrative standpoint, to role play a more evil character could have lead to more nuanced decisions towards the end of the game. While you are given multiple response options in dialogue, you are pigeonholed down a 'good' path, further attenuating any sense of player choice. Another issue with this structure is you never know which companions will be best suited for a given mission (ultimately it's irrelevant since most missions pan out the same way regardless of companions) since you need to make a decision before departing on said mission. Instead, the impact of companions feels marginalized. It's a shame, because there was potential for a ton of replay ability if each combination of companions could lead to multiple solutions, different areas or complete pivots in mission progression. This is because each level had to accommodate any combination of companions and there are limited screens to explore in each mission. The puzzles are never complicated and I rarely felt clever for figuring out the solution. While it's a cool concept that you can tackle any mission with any combination of companions, it ends up drastically retraining the game play ultimately not making it worth it. The issues I have with the game is the lack of impact from player choice and the depth of the puzzles. You can rightfully critique that most of the music is kinda samey it is basically melancholy jazz for a majority of the game, but there are a few moments where it shifts to dissonant tension which helps give the dramatic moments more punch. The music does a great job of supporting the atmosphere and tone. My personal favorite was the Brooklyn mission involving the Muse.Įach area feels meticulously and lovingly built. You encounter a Dryad, a Dragon, Merfolks, a Fire elemental, Demons, Ghosts and more. This makes each mission feel unique despite the typical point and click adventure trappings. The world building is top notch and expanded upon in each mission by introducing new creatures or lore. ![]() The backstories of these characters are gradually unfolded across the missions as you build rapport with them. ![]() Each member of the Unavowed has their own motivation and tragic backstory, whether due to the PC or other events surrounding them. It breathes the intricate world and characters to life with a minimalist approach. What this adventure does well is in writing, voice acting and art design. It's more of an interactive novel than conventional game, like most point and click adventures. This is one of those special Indy games that comes around sparingly.
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