rikard.me/blog/003.txt Sun 01 Jan, 2023 Thoughts on Pentiment Pentiment is Obsidian's first venture into the point-and-click adventure game genre, and it unfortunately shows. The game consists of three acts. During Act 1 and 2 you play a painter, Andreas Maler. The main objective of each act is to solve a mystery, more precisely a murder, within a limited span of time. During Act 3, you play as a different character, Magdalene Drucker. Magdalene was a very young child during Act 2, and you had no significant interactions with her. She is barely established in the story by the time that you get to control her. Act 3 does not have the same basic plot that Act 1 and 2 does, you are not solving a mystery, instead you are gathering information about the history of the town in which the game takes place. In doing so, you are many times retreading ground from Act 1 and 2. There is a whole section of Act 3 where you gather information about what happened during Act 2. You, the player, know perfectly well what happened during that act, but the character that you play does not. I understand this as a narrative device. The idea is that you're supposed to see the events of Act 2 from different points of views. However, from a player's perspective, going over things that you played through not more than two hours ago, feels like nothing short of padding. It does not help that there are too many characters in the game, many of which die throughout the game, or have children which you're supposed to remember the parents of. Of all the characters that you meet, I can name no more than ten. From a gameplay perspective, there are many design decisions that I disagree with. For example, if you wish to talk to someone, you would expect that simply clicking on the person would be sufficient. Here you have to click on a tiny bubble, located underneath the person. If you wish to go to another screen, the intuitive thing would be to move your character to the edge of the current screen. Here, you have to go to the edge of the screen AND click on a tiny bubble. These bubbles are not inherently bad, if your character is stationary. However, you will find yourself running around most of the time, and clicking on these tiny bubbles while the screen is moving along with your character can prove quite difficult. Why this unnecessary precision clicking? There is an option to toggle instant text in the settings, but it doesn't make the text instantly appear. The text appears in a speech bubble above the person who's talking. Granted, the text itself is instant, but the speech bubble is not. You can left click to break the speech bubble animation, so you still have to double click in order to get through text that you might be able to read the moment it's displayed on screen. It's clearly optimised for a touch interface, which translates poorly to a regular desktop experience. It leads to a lot of friction in the moment-to-moment gameplay, and I'm surprised I have not developed carpal tunnel syndrome from the amount of clicking. Conversations seldom progress the story. Every single conversation you have does not have to advance the story, but in a short, story-driven game, you would expect dialogue -- which is the central part of the gameplay -- to have a somewhat bigger impact. Instead, dialogue often serves to inform us, the players, of certain historic things of which most of us probably have never heard of. This is all well and good, I have nothing against learning something new, but it does really come across as the game trying hard to be smart. The dialogue also feels lacking in places. You will sometimes discover information that you wish you could bring up with certain people, however, you simply can't. One of the big revelations during Act 2 is that one of the people whom you suspect are part of the mystery that you're investigating, actually isn't the person he says he is. As such, you don't really know who the person is or what he is capable of. Would it not make sense to be able to bring this up with him? The fact that you often retread old grounds, the fact that you talk about things of which you have already talked at length about, makes the dialogue feel annoyingly padded. There is no voice acting, and barely any music. The game is played almost entirely in silence, with the exception of some background ambience, which varies in volume. One of the first ever conversations you have is held in complete silence, with the exception of farm animals that are loudly making noises in the background. I often found myself removing my headset, simply because the background noises distracted me too much from the text I was reading.