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Now, I can go on and on about the features, but it must be said that Insurmountable isn’t a typical rogue-like. Points of interest like these are vital to surviving on the mountain All The Right Gear Each character has a limited amount of energy, sanity, body warmth, oxygen, and health, all of which can be replenished with items, and all of which are vital. The true challenge of the game isn’t getting to your destination, however, but getting there and then to the extraction point with all of your resources intact. It’s a rogue-like with procedurally generated mountains, absolutely filled to the brim with random encounters, points of interest, and almost visual novel style choice making. While the story may have been the weakest part, the gameplay is by far Insurmountable‘s strong suit. Hopefully, the chats with the other climbers will give this tale the human element it currently lacks, and allow the stranger to be more of a character than a human-shaped glossary. Character interaction is the lifeblood of any good story, and every mission in this game is so tied to the story, that it’s unavoidable. No such option was available, but it does shine hope on future updates, and it’s exactly what Insurmountable needs. After rescuing the third of the three playable characters, the mysterious stranger suggested we talk to each other. I was all geared up to call this story a write-off when I noticed a peculiar line of dialogue. Night time on the mountain can get pretty lonely, so make sure you go to the research station, so you can be lonely there too I can see why they’d go with one character, mind you, it does fit into the theme of isolation the game uses, but it just doesn’t work. This is a game in desperate need of side characters, other people to share their views on the world. It’s because the only character in the game, the mysterious stranger, isn’t a character at all. The story itself feels pointless, but not because of its ending or how quickly it moves. Still, there’s a far bigger issue to address. Unfortunately, you risk your audience losing interest, as I did about partway through. The game itself is fairly slow-paced, so it makes sense that the story would trundle along as well. Now, this could be done to establish a tone. I played for about six hours before I found out why the mysterious stranger was even on the mountain. It’s the first game I’ve played in a long time where a character will use an entire text box three times just for exposition. This game takes so long to get anywhere but manages to throw wall after wall of text at you. The smaller of the two problems is an issue of brevity. A mysterious stranger with a weird amulet is trying to help you escape and return home.Ī beautiful mountain, the natural habitat of the text box The basic gist of it is that you are a mountaineer, caught in a mountain for unknown reasons. It’s a very slow burn, and it feels kind of pointless. It is, also, the weakest part of the game because of two simple reasons. There’s some nice imagery, interesting world-building, and even some good mystery. I don’t want to give the wrong impression here. So, let’s dive in, and see where the story flounders. It can be fixed for sure, and keep in mind that this title hasn’t been fully released yet. There’s a lot of potential with this game’s story, and it never lives up to it. Unfortunately, Insurmountable fits neatly into that particular crevasse. That’s why I get so upset when a game has a bad story, or worse, when a game has a story that could have been good with a few tweaks. It’s what turns 40 hours of jumping on turtles into an odyssey. Story means a lot to me when it comes to gaming. Put your backpack down and rest by my fire traveler, so I can tell you why.ģ) Audio and Visual – Basecamp Story – The Mountain’s Deepest Valley There are problems here, but, I get ahead of myself. While the game suffers from the inherent problems of procedural generation, and the slow pace does make it difficult to keep going after every mission, it doesn’t make the experience less interesting. It’s a far more contemplative approach to rogue-likes, combining a slower game pace with a tactical approach. Still, for the most part, the gameplay will carry you through the experience. It’s vestigial at best, and time-wasting at worst. The story, however, is tied into the missions and lacks the kind of depth necessary for this kind of game. The game is calming, interesting to play, and only has one or two issues from a technical standpoint. Overall, my experience with it was mixed.
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It’s a survival game with rogue-like elements, developed by ByteRockers’ Games and published by Daedalic Entertainment, and an almost visual novel structure to it.
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