Friday, December 21, 2012

Rochard: An Indie Game Review


Rochard: An Indie Game Review

                Delving into the world of Rochard, I didn’t know what to expect; having been a part of a Humble Indie Bundle I bought I while back, I wasn’t really sure what to expect. What I found was a very surreal and stylized tale and a fascinating puzzle game that was equally fun and frustrating, requiring a bit of polish to feel completely deserving of a place on my shelf.

Presentation

                The game opens with a well done cutscene and a blaringly fun tune, Grinder’s Blues by Poets of the Fall, which acts as a really magnificent start, giving players a strong Western tone to be the backdrop of this interstellar expedition.
                The story, as a whole, is very basic; John Rochard, a miner in this futuristic realm, is about to have his branch of the company Skyrig shut down, when he suddenly discovers a large amount of minerals that, in the story, are utilized as fuel. However, this is revealed to be hiding something more, as former friend and ally, Maximillion, hires a team of thugs, the Wild Dogs, to kill off the mining team and take whatever mysterious prize is hidden beneath the rocks for himself. Rochard and his female compatriot, Skylar, must find a way to survive Max and the Wild Dogs while stopping whatever villainous plot he has in store. As characters, everyone is very single-dimensional, playing their part well, but not really creating a deep or mind-blowing tale. Some of it seems somewhat skipped over, as many details are left out or forgotten about over the course of the story. Not much is really explained for that matter, a lot of it lost in translation from the creator’s mind to the screen. And the finale is sorely lacking any form of conclusion, making me wonder if some sort of sequel is intended or if this is simply… it. Other than the start of each section, of which there are four, all cutscenes are in-game, and range from well done to incredibly awkward. Limbs and expressions don’t really match each scenario, changing almost comically moment to moment, making emotional moments seem silly. However, the voice-acting that is utilized throughout the entire game is very well done, and really adds to the atmosphere.
                The look and feel of the world is very stylistic, a brightly colored cell-shaded outer space, filled with both futuristic-looking bases and casinos to deep rock crevices and winding tunnels to traverse. Admittedly, only three locales are used throughout the whole thing, and it did feel sometimes like I was walking through the same environment repeatedly, but the look and feel of this other world did enough to envelope me. The enemies look cool as well, although aren’t terribly diverse. I believe there were only seven or so different enemies to fight overall, most of these being carbon copies of each other with slight differences, but I never became bored with the experience, as there was enough challenge present to keep me going.
                There’s only one mode present, the single-player story, so don’t come into this expecting a whole lot. Options are also minimal, leaving me with the game and… that’s about it.

Gameplay

This is where the game shines. Rochard feels like a Metroid game, but set in a brighter, Western atmosphere and without the stress on exploration. Sure, there are a set of hidden collectables scattered throughout the game, but you can only reach them if you can find a way to do it then and there; otherwise, it’s gone forever. However, I wouldn’t worry too much about collecting them unless you like the challenge, as there is no way of telling if you collected them all at the end of the game. That’s right, by the time I finished, I have no idea if I obtained each of the collectables or not. This is a serious let down, as I had worked hard to obtain them with no reward or pay-off at all. This feels like something that should have been caught much earlier in production, and is a serious issue.
                Moving away from that, Rochard is equipped with a G-Lifter, a form of gun used in mining that allows you to pick up and throw boxes throughout the levels. Though simple at first, you quickly acquire a number of upgrades to this little device, such as anti-gravity, explosives, and a built-in blaster to puzzle you’re way through the environments and take out the baddies. But, the game encourages you not to just shoot enemies, but rather to use your wit and cunning to take out enemies. Sure, the gun works fine, but it was more thrilling personally to use my surroundings to my advantage. Don’t get me wrong, this isn’t Mark of the Ninja or anything, but it still adds a layer of depth to it. In terms of puzzles, this game can keep you on your toes with some honestly clever areas to traverse, leaving me pondering what to do for extended periods of time. However, none of these are difficult enough where you have to look it up at any point. The game is difficult, though, as I died numerous times. This became both exciting and grueling; for, though I felt the challenge in attempting these levels, it could become tedious and infuriating to play one portion of the game too many times. The puzzles themselves, however, greatly varied in terms of difficulty, as some towards the end felt a little too easy, whereas others at the start were fairly hard. There was no real balancing of difficulty as a whole, but rather one varied fluxuation of difficulty throughout, which, in a strange way, I kind of enjoyed.

Music

                This is, by far, Rochard’s crowning achievement. Besides the opening tune, Markus Captain Kaarlonen and Burt Kane provide their musical expertise to treat your ear buds to an adventure all their own. This tunes always fit well in this science-fiction setting, and can play out like the score of a film, adding a lot of gripping emotion to the story. As I listen to it the soundtrack now while wrting, I can tell you that this CD will be one to keep in your library.

Overall Verdict

                I’m not really sure how to feel about this game at the end of the game. I truly enjoyed the ingenuity of the puzzles, style and overall tone, voice acting, challenge, and wonderful music. Yet, the awkward story, frustration, limited locales, lacking modes, and broken collectables really hindered my experience. I feel that, with just a little more polish, this could have been one of the greats. However, this is still a solid game, and I plan to keep it in my library so that I can return to this fascinating world, and I hope for a sequel to improve upon the solid foundation presented here.

7.5/10

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