

I had a number of items in my inventory at the end of the game that I had not used at all. The game presents multiple endings and therefore multiple pathways to get to those endings, although generally the story has one primary focus and all the choices you make will be viable. You play as Horatio, and your sidekick, a small robot named Crispin, keeps the mood light – and he also can provide clues when you get stumped. The puzzles are sometimes obscure, but I didn’t encounter any that were completely impossible. In an alternate universe, it could very well be our own world. We are seeing a world gone to waste, and near-death. Sad, yes depressing, thankfully not! Melancholy might be the best word. A sad, sad world, yet injected with quite a bit of humor. While a simple game, at heart, taking less than 20 hours to complete, it no less manages to draw us into its world. The world seems to have fallen into total waste, perhaps through nuclear warfare. Yet these primitive machines have been running the world of Primordia for an unknown number of years. It’s an industrial view, with more in common with our real-world computers of the 1960s than with anything modern. The machines we see as all-knowing are running on magnetic tape, vacuum hoses, and large cables, quite literally clicking along. The charm of this post-apocalyptic world comes from the fact that we are presented with an AI future that seems plausible, and yet the depiction is entirely basic. It is dead, its only inhabitants are of the rudimentary robotic kind, and even those are on an increasingly steep slide down to decay. Rightly so, because the world is a scrap-heap. Music, in some cases sounding straight from a Vangelis’ score, punctuates each scene, mostly in a sad and rather ominous way. Firstly, it’s against good advice to do so in a game where every piece of information is a clue to solving a puzzle, and secondly, the story is intriguing enough that I didn’t want to miss anything. I never felt bored, waiting for lengthy dialog to end, nor did I skip dialog scenes.
Primordia fallen full#
Like all good adventure games, it has full voice-over, but never does this become tedious. Primordia shines in its narration, music, and story. All of these, at least in the West, owe some or all of their existence to the point-and-click adventure genre.
Primordia fallen Pc#
In fact, at no time in the past has it seemed more accessible: visual novels, Choose Your Own Adventure-style games, and even full-blown text-based games, are all making a return to the general consciousness of the PC gamer. More recent titles, like Thimbleweed Park, show us that this genre has much life in it, and is still finding new fans, 30 years on. This simplicity is part of the charm, not only of Primordia, but of the point-and-click genre, in general. Yet, for someone who grew up in the era of Full Throttle and Maniac Mansion, it’s a pleasing return to something from bygone days. It’s static, hand-drawn backdrops with pixel characters. Primordia seems utterly primitive by any measure of today’s technology standards in video games. One such group is the folks at Wadjet Eye, who appear to seek out small developers to make this exact sort of game.

Fortunately, it seems like there are others out there who appreciate it in the same way I do. I’ve dabbled in the genre since then, but until the emergence of GOG as a hero for studios doing retro-style games old and new, point-and-click hand-drawn adventure games were almost extinct. (I highly recommend those books, and the game.) I appreciated the hand-drawn art, the quirky, humorous dialog, and the puzzle aspects, but more than that, the relaxed pace, and the unfolding story. The game was Death Gate, based on the books of similar name, by authors Margaret Weiss and Tracy Hickman. Wadjet Eye and Wormwood Studios have created a great post-apocalyptic adventure game.īack in 1994, I had my introduction to point-and-click adventure games on the PC.
