![]() I really enjoyed hearing Frank, Sally, and Gavin banter, and each character was, for the most part, well written. The characters were another strong point of the narrative of Sunday Gold. I did notice that I found myself enjoying reading random lore tidbits or emails and hearing the character’s commentary on them more than I enjoyed the main plot. I did really enjoy the bleak humor and satire presented throughout and thought the story was at its strongest when it wasn’t taking itself too seriously. There were never really any big twists or turns to speak of, and the story seemed pretty predictable at times. It follows our three anti-heroes as they look to expose a local mega-billionaire and his dastardly deeds. The story of the game itself was really fun, albeit shallow and a bit cliche. The enemies also tended to be incredibly bullet-spongy, and there were many times when I felt as though I had already won the fight, even though the boss or enemy had more than half a health bar. It felt like there was often a lot of options I could use, but it tended to be smoother to just use whatever ability hit the hardest at that moment. This resulted in me just putting points in random skills to clear the notification rather than trying to further any kind of interesting build.Ĭombat itself tended to be pretty straightforward and more of an annoyance while you were trying to do cool investigative stuff outside of a select few fights, I never really had issues actually winning encounters. The skill point system definitely left something to be desired as well, and I felt as though, towards the latter part of the game, I had almost maxed out every skill for each character that I wanted. Most of the time, it was just using whatever had the highest numbers at that moment without any additional thought. The equipment and weapons are interesting at a glance, but I was disappointed that only a few offered anything really unique. For most of the game, my characters spent their time at full sanity, and if one did drop, I always had some sort of item to boost it back quickly.Įach character also has an RPG-style system of skill points, items, weapons, and equipment to help you while you sneak around. In practice, I found it to be pretty irrelevant other than giving you a timer during combat, I was never really pushed to actually balance a character’s sanity. Certain events and random encounters will lower a character’s mental state, which results in some cool visuals, jumbled letters, or even hallucinating enemies where there aren’t any. It’s a pretty simple and elegant way to justify random combat encounters as you explore and works well to add some tension and consequence to trying to hack the same computer over and over.Īnother primary mechanic is the sanity or panic meter. The higher the meter, the more resistance you’ll face as you explore around. Once all three are out of points, you’ll have to end your turn, which results in an alert meter going up. Whenever you use one of these specialties or just interact with the world around you, the character that you have selected will use up some of their action points. Sally’s game was probably the least interesting and easiest of the three and just involved balancing an arrow on the correct location for a moment. On the opposite end of the spectrum, Gavin’s hacking minigame was interesting, but I was often frustrated by it often feeling like the game was lying to me about what numbers were correct or not when I tried to input them. I was relieved to see there was no Skyrim-style lockpicking, but the alternative presented here never really felt hard at all, and it was nothing more than just ‘click here when the thing lines up. The minigames themselves felt interesting enough, albeit uninspired. Each one has a mini-game associated with their specialty, Gavin hacks things, Frank lock-picks, and Sally punches things. To spin this, BKOM Studios has given each of our three protagonists special abilities and action points to use outside of combat. ![]() You hover over the highlighted thing and see what it does when you interact. When you enter a location for your mission, the game operates more or less like a standard point and click.
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