![]() New plot points are introduced right up until near the end, and there is no proper way to tie up the story. Once the credits roll, you’re left without a satisfying conclusions. However, partway through the game it kind of drops all of that and becomes more about body horror and sci-fi, which is pretty jarring and not what you would expect. If it stuck to the themes of the divide created by power and race, along with delving into its noir inspired atmosphere, Backbone could have been considered a must play. The other issue is that Backbone doesn’t seem to not know what kind of story it wants to tell. Instead, the main element of Backbone is engaging in conversations, though these seem to lead to similar conclusions instead of branching out significantly. ![]() There are a couple of stealth sections, but they are very simple to sneak through and do not last long either. If you have the correct tool in the inventory Howard will automatically use it. Unlike many other adventure games there is no real element of picking things out the inventory and figuring out what will work. The most challenging puzzle in the game is presented in the prologue, but that’s partly because puzzles hardly make an appearance after that, except for when trying to find answers to security questions. However, while Backbone starts off strong it falters through the remaining acts, which in total last a few hours. The prologue introduces different elements to Backbone, including puzzles and stealth to avoid enemies, as well as the multiple choice conversations that you use to steer your way through the story and build relationships with other characters.
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