This is the follow-up to Kathy Rain and I think I read about the guy having learnt some lessons from that previous game (which was his first, iirc, or at least his first adventure game) so hopefully this one will be a good 'un.
Okay, it looks really nice, the acting is good and the story is moderately involving - you're a fed with cyber implants come to a small town to investigate a couple of murders. Similar presentation niggles to Kathy Rain - can't turn subtitles off and it uses portraits (with no talking animation on either the portraits or the sprites, which always feels a little odd) - but nothing egregious. The pixel art is the usual, but it's all a little washed out and dusty which gives it a slightly different feel.
There are a few little mechanical quirks - it keeps track of the tone of response you use in any conversation and tracks it to one of three approach styles, and apparently at some point this will unlock new augment abilities depending on which approach(es) I'm using most). It autosaves and decisions can't be rethought. This is fine, but I haven't seen the results of it yet so it's a little frustrating to think that I'm making all these micro-decisions without really understanding them, but I'm just not thinking about it and waiting to see what happens. There's also a scanner, which you can either set to do a general scan looking for stuff or to look for specific stuff like an individual's DNA (basically, to make sure the player has a specific solution in mind), a strength augment (just turn it on if a door is stuck or whatever), and a lie detector where if you notice their patterns spike you can click on it and it opens a new conversation option (which is a cool idea but you have to manually turn it on for every conversation and it's only done anything once, which was during its tutorial). They're all pretty cool, though really the scanner is the only one that doesn't feel like a gimmick so far.
I've made a little bit of progress and enjoyed the puzzles and the writing thus far, though I do keep getting that detective game thing of not actually being sure what my next goal or step should be. I finally find someone's hidden science lab, and then... have no idea what to do with that. There's nothing in there I can use, I can't talk to anyone about it, the detective doesn't say "ah ha, I should report this to the Illegal Science Department" or whatever, and the whole game so far has been funnelling me towards this, so I'm stumped. It's a common problem with games where the only goal you're ever explicitly given is 'solve the mystery'.
(Looking at a walkthrough, seems like something I tried to do already is the solution but it just didn't take - I scanned a panel and noticed a bunch of fingerprints on it and so was hoping that would open up a hotspot for me to examine but it didn't. Apparently it should have done, so maybe I didn't hover over it for long enough or something.)
Yep, that was it, didn't let the little scanner window sit on it for long enough, fair enough. So, to be fair, the game does still get that detective game aimlessness thing that I was talking about, but this was the biggest example of it, and it does often do stuff to avoid it. It's just that when you get stuck on a puzzle, you're not sure if you're actually stuck on a puzzle or you're supposed to be looking at some other area of investigation.
But I'm still enjoying this, the detective augment stuff continues to be fun (I can now wipe people's short term memories to get them to stop panicking or forget they have something to do that isn't helping me) though there aren't any outrageously cool or interesting puzzles. Using my amnesia augment to daze a ten year old kid so he wouldn't tell his sister not to tell me something felt pretty extreme, though! The writing is a bit better than Kathy Rain, I think; though it can sometimes get a bit sterile and didactic, it kind of gets away with it thanks to the Blade Runner vibes.
Dave Gilbert Watch: Dave has so far delivered a handful of lines each as Beat Cop and Stoner Graffiti Artist.
Okay, finished this one. It was fine. Looked nice, some cool ideas, but pretty much your usual cyberpunk AI transhumanism stuff. The story ended up feeling pretty linear and flat, there was so much worldbuilding that didn't really amount to much. The augments and the personality vector thing were mostly gimmicks and some barely used at all - it suggests that choosing different dialogue options would open up different augments (your own injected AI adapting itself to your personality), but as you only get a couple of puzzles per augment I can't imagine this makes a huge difference on playthroughs. And even the default ones don't get much use - the heartrate one is useless except for the couple of times it's necessary in which case it opens automatically (and if you do turn it on yourself, it doesn't even react when a character is explicitly given a shock and then relaxes!), and the brute force one is just there to be clicked on every now and then when your character needs to open a door and says "mmph, I'm not strong enough to open it".
Also the issues with the dialogue started to get more glaring towards the end - it often felt like the writer had googled 'arguments for and against sapient AIs' and then copy-pasted them into long conversations.
The incredibly obvious baddy revealed herself, I shot her and then got the standard 'wipe out the AI or unleash it' choice, went for the heavily stacked 'wipe it out' choice, and got the happy ending of deciding to adopt the planned-AI-vessel baby. I guess I can't complain too much when Aliens does something similar, but it felt a bit normative to have 'be a mum' as the happy ending for my strong independent federal agent.
Also, not really fair to call out a low budget game on this, but it was a bit disappointing that whenever a special animation was called for, the game just faded down to black and then up again. Special animations are a powerful reward for adventure game players! It was one big strength of fellow low-budget adventure The Little Acre, even if the animations were often a bit wonky.
Rating: solid, but some wasted potential.