N.E.R.O.: Nothing Ever Remains Obscure Review

<p><em>N&period;E&period;R&period;O&period;&colon; Nothing Ever Remains Obscure<&sol;em> is&comma; in every sense of the word&comma; obscure&period; The game has received minimal press attention and the marketing for the project appears to be slim-to-none&period; But some beautiful artwork and the promise of a &&num;8220&semi;story-driven&&num;8221&semi; experience caught my attention&comma; so I decided to take a look&period; What I ended up getting from <em>N&period;E&period;R&period;O&period;<&sol;em> was dramatically different than anything I anticipated&period; While it suffers a bit as an actual video game&comma; it stands tall on a gorgeous atmosphere&comma; a surprising story&comma; and some real heart&period;<&sol;p>&NewLine;<p>As the game begins&comma; it becomes instantly clear that visuals are a high priority here&period; It&&num;8217&semi;s not even that the actual graphics are strong&comma; because they aren&&num;8217&semi;t always&comma; but rather the lighting and art design capture your attention&period; Little is explained upon beginning &&num;8212&semi; a strange character on a boat is sailing towards a village&period; The water shimmers&comma; the moon is high&comma; and there are floating&comma; luminescent jellyfish everywhere&period; It&&num;8217&semi;s a stunning picture&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;109771" aria-describedby&equals;"caption-attachment-109771" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-109771 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;07&sol;03125949&sol;41-1024x576&period;jpg" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-109771" class&equals;"wp-caption-text">&lpar;<em>N&period;E&period;R&period;O&period;&colon; Nothing Ever Remains Obscure<&sol;em>&comma; Soedesco&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>And this continues throughout the entire 4-hour experience&period; As you traverse through caves&comma; across caverns&comma; and through many more strange locales&comma; it&&num;8217&semi;s difficult to ignore the gorgeous areas around you&period; Giant glowing caterpillars and shining crystals light your way&period; I often found myself stopping to gaze up at the stars&period; The entire experience oozes beauty and atmosphere&period; I could&&num;8217&semi;ve spent another ten hours soaking in the world&period;<&sol;p>&NewLine;<p>The story is fascinating as well&period; The game takes place in first person&comma; and you play as a strange character in a white cloak wandering through cave tunnels&period; Throughout the world&comma; sentences float in the air telling the story of a band of brigands living in the caves and their leader&comma; David&period; However&comma; the story doesn&&num;8217&semi;t quite make sense at first and&comma; as you move through the experience&comma; the story evolves into something else entirely&period; In this way&comma; <em>N&period;E&period;R&period;O&period;<&sol;em> becomes a visual novel built around taking in this story&period; As a visual novel&comma; <em>N&period;E&period;R&period;O&period;<&sol;em> is a success&period;<&sol;p>&NewLine;<p><strong>&lbrack;SPOILERS&rsqb;<&sol;strong> When <em>N&period;E&period;R&period;O&period;&&num;8217&semi;s<&sol;em> story changes from the strange and fantastical story of brigands to the story it is truly telling&comma; it is a haunting and effective transition&period; The first time you&&num;8217&semi;re wandering through a forest and stumble into an empty hospital room&comma; it&&num;8217&semi;s jarring&period; Once you learn that the story is built around the five stages of grief and who this story is <em>REALLY<&sol;em> about&comma; satisfaction sinks in and the experience is a profound one for a video game&period; I implore more video games to explore stories to this extent&period; Storm in a Teacup has developed an artful and cathartic tale to share in the interactive medium&period; <strong>&lbrack;END SPOILERS&rsqb;<&sol;strong><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;109772" aria-describedby&equals;"caption-attachment-109772" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-109772 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;07&sol;03125931&sol;11-1024x576&period;jpg" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-109772" class&equals;"wp-caption-text">&lpar;<em>N&period;E&period;R&period;O&period;&colon; Nothing Ever Remains Obscure<&sol;em>&comma; Soedesco&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>As mentioned&comma; <em>N&period;E&period;R&period;O&period;<&sol;em> is a successful visual novel&period; But the game has the challenge of also being an interactive video game&comma; and the project isn&&num;8217&semi;t quite as successful here&period; Movement is slow and&comma; in the early part of the game when the story isn&&num;8217&semi;t as developed&comma; the momentum of the game drags&period; There is a run button&comma; but even that is slow&period; I&&num;8217&semi;m reminded of the complaints regarding the similar <em>Everybody&&num;8217&semi;s Gone to the Rapture&period;<&sol;em> Invisible walls jut out far and often hinder progress&period; The very dark areas add to the atmosphere&comma; but also make it easy to get lost or disoriented&period;<&sol;p>&NewLine;<p><em>N&period;E&period;R&period;O&period;<&sol;em> also offers some puzzle elements&period; Outside of a few main puzzles&comma; it is possible to get through the game without touching most of them&period; This is probably a good thing&comma; as the puzzles generally struggle between a lack of challenge and blocky controls&period; There are some puzzles that offer more to gamers looking to unlock additional secrets&comma; but they are few and far between&period; One of the best puzzles is the final puzzle but&comma; by that point&comma; so much focus had been put on the story that working through a puzzle ended up feeling tedious and annoying&period;<&sol;p>&NewLine;<p>Finally&comma; the animations are downright bad at times&period; There is a second character in the game that you can direct to solve some of the puzzles&period; But anytime this character moves into an in-game cutscene&comma; he moves like a blocky lego character&period; It&&num;8217&semi;s a shame that some of the animations are reminiscent of the PlayStation 2 era when the visuals and lighting are an absolute delight&period; Some more development time would&&num;8217&semi;ve helped make this a more consistent product&comma; through and through&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;109773" aria-describedby&equals;"caption-attachment-109773" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-109773 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;07&sol;03125914&sol;8-1024x576&period;jpg" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-109773" class&equals;"wp-caption-text">&lpar;<em>N&period;E&period;R&period;O&period;&colon; Nothing Ever Remains Obscure<&sol;em>&comma; Soedesco&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>So <em>N&period;E&period;R&period;O&period;<&sol;em> is a better visual novel than it is a video game&period; This doesn&&num;8217&semi;t necessarily have to be a bad thing&period; Many games this generation have successfully explored the story-driven &&num;8220&semi;walking simulator&&num;8221&semi; genre&comma; such as <em>Gone Home&comma; Firewatch&comma;<&sol;em> or the closely-related <em>Everybody&&num;8217&semi;s Gone to the Rapture&period;<&sol;em> However&comma; the puzzle elements in <em>N&period;E&period;R&period;O&period;<&sol;em> simply aren&&num;8217&semi;t effective enough to support the main story&comma; and feel like an obligation the developers needed to implement&period;<&sol;p>&NewLine;<p>If you&comma; dear reader&comma; take anything away from this review&comma; I hope that it&&num;8217&semi;s this&colon; <em>N&period;E&period;R&period;O&period;<&sol;em> has an excellent story to tell&comma; and does so in a visually stunning world&period; If the gameplay and puzzle elements keep you away from this title&comma; at least keep Storm in a Teacup on your radar&period; This game strikes me as the one before &&num;8220&semi;the big one&period;&&num;8221&semi; <em>N&period;E&period;R&period;O&period;&colon; Nothing Ever Remains Obscure<&sol;em> is the good game where the developers learn how to make the great one&period; If the team can figure out the balance between story&comma; good design&comma; and engaging gameplay&comma; I have little doubt that their next project can be the must-buy they deserve&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><em><strong>A PS4 review code for N&period;E&period;R&period;O&period;&colon; Nothing Ever Remains Obscure was provided by Soedesco for the purpose of this review<&sol;strong><&sol;em><&sol;p>&NewLine;

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