Kôna Injects Survival Within a Mystery Narrative

Kona: Day One

<p><em>Kôna&colon; Day One<&sol;em> opens with an omniscient third-person narrator detailing where Carl&comma; the main character of <em>Kôna&colon; Day One<&sol;em>&comma; is and why he&&num;8217&semi;s there&period; With nothing but a notebook&comma; flashlight&comma; a couple Marlboro cigarettes&comma; and a Polaroid camera&comma; Carl sets off on a trip that will quickly escalate to one of mystery and supernatural intrigue&period; This quick establishing of the story in <em>Kôna&colon; Day One<&sol;em> is what makes the rest of the game&&num;8217&semi;s adventure game puzzles and survivalist systems feel rewarding and not merely an obstacle&period;<&sol;p>&NewLine;<p>The hook of <em>Kôna&colon; Day One <&sol;em>is that it is a detective story but without the ability to interrogate other people as they&&num;8217&semi;ve all seemingly disappeared from a small town in Northern Quebec&comma; Canada&period; All you have to rely on is your detective skills as you scan the environment for clues to what happened in this suddenly snow-covered town&period; Well&comma; town is a bit of a stretch &&num;8211&semi; there are about ten houses in all of this area&comma; and I unfortunately only had access to a couple of those homes in the beta&period; But those few homes were enough to keep me satisfied as I rummaged through drawers&comma; finding notes and secret safes that would lead me to understanding what exactly has happened in this town&period;<&sol;p>&NewLine;<p><em>Kôna&colon; Day One <&sol;em>is the first of a four episode structure that <em>Kôna <&sol;em>will be released in&comma; but the game will have four separate episodes&comma; which allow players to pick and choose which episodes they would like to play&period; I can only speak definitively on <em>Kôna&colon; Day One<&sol;em>&comma; but as a first episode&comma; it does a great job of setting up atmosphere and introducing gameplay mechanics that will clearly become more of a concern down the road&period; I almost froze to death once as I kept running into wolves that would immediately scurry in another direction once they noticed me&comma; and even almost had my pickup truck stuck on a cliff&period; The systems at play in that first episode tease something grander&comma; but teasing is about the extent of what happens&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;98625" aria-describedby&equals;"caption-attachment-98625" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-98625" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04011652&sol;screenshot03&period;png" alt&equals;"Kona&colon; Day One" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-98625" class&equals;"wp-caption-text">&lpar;Kôna&colon; Day One&comma; Parabole&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The most interesting mechanic incorporated in <em>Kôna&colon; Day One<&sol;em> is the idea of freezing to death&period; You are wandering around in a very cold climate and not exactly dressed for the occasion since the road suddenly turns to snow and ice&period; The game won&&num;8217&semi;t even let you save in the cold&comma; presumably because then more exploration would happen and the consequences for doing so would feel less dire&period; Instead&comma; players can only save in areas where heat is readily available&period; Saving in your pickup truck is also frowned upon&comma; despite it being a haven for heat as well&period; I found while playing the game that  a lot of it is travelling to different houses and then getting back in my truck for some much needed warmth&period; This mechanic could easily feel like a chore&comma; but you soon get the ability to create fires within homes and along paths&period; This is when slight resource management comes into play&comma; as players scavenge for wood&comma; matches and fire starters&period;<&sol;p>&NewLine;<p>Unfortunately&comma; the game introduced an ax that wound up serving no purpose&semi; I couldn&&num;8217&semi;t even cut trees down or cut logs that I stumbled upon frequently&period; Hopefully&comma; the game&&num;8217&semi;s final release will not limit the player in such a way&comma; or if it is going to&comma; it makes some logical reason for why an ax cannot be used to cut wood&period; When picked up&comma; it implies that it could be used as a weapon&comma; but the moment never occurred in the game when I would require a weapon&period; As mentioned&comma; wolves are present&comma; but all run away from the player once seen&period; The other item that can be equipped is a crowbar&comma; but I also never found a moment when the game would let me use it&period; I found mailboxes that were shut&comma; which I could not open despite being able to open one previously&period; I also found many doors that were locked in which an ax or even a crowbar would have easily opened&period; Instead&comma; I was forced to go hunting for keys &lpar;which were usually nearby and in obvious places&rpar; even though there was no sense that anyone would be returning to their homes&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;98626" aria-describedby&equals;"caption-attachment-98626" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-98626" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04011626&sol;Screenshot06&period;png" alt&equals;"Kôna&colon; Day One" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-98626" class&equals;"wp-caption-text">&lpar;Kôna&colon; Day One&comma; Parabole&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Those two items are mere missteps in a game that manages to make a case for more games like itself&period; <em>Gone Home <&sol;em>is a fairly apt comparison to <em>Kôna&colon; Day One<&sol;em>&comma; with a very similar atmosphere of something ominous having happened&period; There are personal stories to discover&comma; but the area is so vast that you might learn something by just following a wolf&&num;8217&semi;s tracks in the snow to some remote camping spot&comma; or by visiting another person&&num;8217&semi;s home&period; You&&num;8217&semi;re simply a stranger who has driven into this town but has no idea what everyone&&num;8217&semi;s relationship is to each other&period; There is simply more detective work to be done because it is a small town where everyone knows everyone&comma; but everyone has secrets too&period; Hell&comma; the game even has hand-written notes similar to <em>Gone Home<&sol;em>&comma; but these notes are all written in French due to the setting&period; Fortunately&comma; English-speaking audiences will find the translation option extremely helpful as an overlay of the translated text appears over the note&period;<&sol;p>&NewLine;<p>Adding to the atmosphere is the music created by Quebec folk band Curé Label&comma; who add a level of subtle mystery to the game with a very minimal score&period; A lot of the game depends on everything aesthetically coming together to provide a feeling of intrigue and emptiness&comma; which the game handles extremely well&period; Utilizing the Unity engine&comma; the game looks great and has some nice flourishes when certain statuses are met&period; For example&comma; the screen slightly freezes all around when Carl is beginning to get too cold and needs to warm up&period; Even just the option to take pictures in-game with an actual camera and then see the developed photo immediately makes for a great sense of immersion both in the time setting and the environment&period; You truly feel like you are visiting this area rather than a detective simply wandering around trying to find ways to beat the game&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;98629" aria-describedby&equals;"caption-attachment-98629" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-98629" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04011600&sol;Screenshot02&period;png" alt&equals;"Kôna&colon; Day One" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-98629" class&equals;"wp-caption-text">&lpar;Kôna&colon; Day One&comma; Parabole&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>There seems to still be a lot of mechanics to watch out for in <em>Kôna<&sol;em>&comma; and whether those appear in <em>Kôna&colon; Day One <&sol;em>or one of the other episodes is the question&period; The point which I seemingly ran out of things to do was when the game required me to find something warmer to wear or a vehicle that could get along vast areas of snow with speed&period; It is clear that the mechanic of being cold is prevalent within the game design&comma; and there are a lot of usable items that I simply never needed to use such as nails and the previously mentioned ax and crowbar&period; There were even things that needed fixing&comma; most of which I simply didn&&num;8217&semi;t have all the tools for but could tell that they were probably in an area blocked off by the beta&period;<&sol;p>&NewLine;<p>I am a huge fan of adventure games like this&comma; though&comma; and especially ones that are able to go beyond just telling you a story and instead making you an active participant&period; The fact that players will have to watch out for getting too cold&comma; or using too many resources too soon&comma; is exciting to me&period; It adds a level of resource management that is frequently non-existent in games like this&period; The idea of a third-person narrator also helps adds to the atmosphere of the detective story&comma; where the player is not only the main character of the narrative&comma; but also the audience&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong>A code for Kôna&colon; Day One was provided by Parabole for the purpose of this preview<&sol;strong><&sol;p>&NewLine;

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