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Neverending Sunset

  • sinn
  • 03/30/2015 12:52 AM

As the sun sets over imdahl, we get the glimpse of where and what it is facing.
The hostility of the situation already introduces us to some of its more shady characters and their intent. As if the game acknowledges the heated, charming storybook entry, it throws you right away across the year to the winter, into the forsaken, ever decaying Imdahl to meet our protagonist Lohn.

The game then takes flight with Lohn revisiting Imdahl. It is lively city, with colourful people and some of the loveliest environment, hand drawn with much care and love. Every character is alive, slightly grumpy, and due to its unconventional setup of an rpg, it manages to keep the story cohesive by not adding usual rpg aspect. Even the menu interface is a chore to open once you get around the Imdahl in its simplistic way of presenting itself...

Here in Imdahl the game began to shines golden; the ever delicate writing manage to uplift itself with its art, but with Lohn constant real time awareness of its surrounding. You are then to find clues by "talking with everybody", its only and ever clear solution to the game, blatantly stated by the game itself, but nevertheless welcomes you to Imdahl. And its every revelation hurts, if not personally calming for me, and everytime you continue the game, the hint of fatalistic end
drawns you either to spend a little bit more time in Imdahl, or to end it all at once.

The mini games, as small at it may present itself in its cartoony fashion, are actually the real gameplay of the engine. From catching mouse, thieves and to an extent, time itself, the narrative is synchronized to these mini games and advances the story if not for its attempt to undermine itself. And here is also where the controls fall short for me, and its not due to the designer's fault but more of the engine's incapacity to provide such gameplay. Much of the game layout troubles the immersion of this simple and important aspect of the game, which had to be enjoyed thoroughly for the fun of it. The adrenaline kicks in as you try your best to travel, discover things, but alas, the engine then fails you indefinitely and it suffers so bad you just couldn't blame the game.

It'd be a great aspect to be done properly, definitely,.

Overall I don't think it is perfect, but as a re-released games and with a quite old engine, its writing ages very well across time, self fulfilling its own theme.
Although i'll never quite get the mechanics of time travelling devices, it's still a breeze of non linear narrative to enjoy, and provides gap inbetween chapters that kept me wondering what ifs, and what then, if the game had better finishing,
and stronger assets to support it.