7 người thấy bài đánh giá này hữu ích
Tích cực
0.0 tiếng trong hai tuần trước / 5.5 giờ được ghi nhận
Đăng ngày: 28 Thg10 @ 8:29am

A review copy was provided by the developer.
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Overall Rating - Average ★★★☆☆

First Impressions
It took me a while to realize the significance of the game's title, Prodigal (PD), as you're the disgraced son who fled the familial home, only to return under less than ideal circumstances. Understanding this gave more meaning to the experience, as I played through an homage to classic Game Boy Color (GBC) games. Although smaller in scope, when you can easily see everything on a large, clear screen, the gameplay isn't as restrained as you might expect.


Gameplay
Despite never playing the handheld Zelda games, I'm familiar enough with their overall mechanics to recognize how they've been applied here. You'll engage in small-scale dungeon exploration, solving puzzles as you acquire tools that sometimes double as weapons, such as the ever-versatile pickax. Many of the puzzles feel pretty similar to one another, as they revolve around either using objects to hold down enough buttons, or pushing them into the right place so you can get to another exit. Along your journey, you'll also wind up helping villagers with simple fetch quests. There's a few ways for you to spend the money you accumulate, but unless you're boosting yourself with various food items, it doesn't have that much utility.

https://steamproxy.com/sharedfiles/filedetails/?id=3356250680
Controls
I was able to play this title just fine on my controller, as there's so many inputs available on modern devices compared to an old school Game Boy. What did confuse me slightly were the displayed inputs on the screen, as they didn't properly correlate to the icons on my controller. However, basic trial and error easily dispels that issue, and I had no problems with how PD handled. You just have to realize that your character's movement is on a grid-like basis, with no ability to move diagonally.


Story
After doing something quite cruel to his parents, Oran ran away from home, doing tremendous harm to his relationship with everyone in his former village. Upon his return, the reception varies, with some wishing to forgive the young man for a foolish mistake, while others don't see a reason to forgive him so easily. It's a more dramatic story than most fantasy titles cover, but unless you find and read many optional sources of lore, you won't have a clue what's really going on. Oran isn't a silent protagonist, as you'll occasionally answer yes or no questions when prompted by the villagers.

https://steamproxy.com/sharedfiles/filedetails/?id=3356250031
Visuals
Having played another game with a similar visual style, this one doesn't constrain itself with a limited color palette. Without looking poorly, it does a good job capturing the style of GBC titles. If it were solely limited to the in-game credits, NPCs wouldn't express any personality in their smaller compositions. However, due to the portraits that show up as you converse with them, it gives off a clear impression of their mood and what kind of person they likely are, although I wouldn't have expected a gorgon to be such a flirt.


Sound Design
When listening to the music of PD, it's obvious that it was intentionally constrained to match the GBC's style. It's not solely comprised of beeps or boops, but many of the noises have somewhat of a “crunch” to them. Despite this limitation, the various songs do a good job at matching the tone of what's taking place, ranging from the excitement of dungeon-crawling, triumphing over a boss, or the sorrow from harming your parents. I think the audio/visual elements were done quite well in this title.

https://steamproxy.com/sharedfiles/filedetails/?id=3356250394
Pros
🌟 The characters were well-written, as I found their range of reactions to Oran believable. Some people would be satisfied merely having him return safe and sound, able to make up for the mistakes of his past, while others would be more jaded and cynical.
🌟 With all the content available, I find the effort from the developers compelling. I just think it's off with the execution.


Cons
❌ Between the nature of the final boss, and an area filled with sentient monsters, it's obvious that there's a lot of lore tucked away in the game. However, the only way to learn about it is by reading every book possible, with many of them hidden in secret areas.
❌ Main events follow a linear path, but as you wander around the village, talking with NPCs at different times of day, it's possible to advance some plot lines in a way where you might not know all the relevant background information.
❌ The frequency of combat is quite feast or famine. You'll either go through areas that are almost entirely devoid of enemies, or have them mob you all at once.


Tips
🔍 In order to get the most out of PD, you'll want to talk with NPCs often as you encounter them. You may have triggered the next progression point with one of them by doing something relevant without knowing it, “By talking with the sheriff here, I unlocked a chat with his deputy at the jail.”
🔍 Don't restrain yourself from using a guide, although talking with the librarian should clear up any confusion. Also, the fountain they refer to is near the sheriff's office. Since there's no water in it, I didn't realize that's what it was.


Final Thoughts
Something I find odd about the game's design is how much of the content is optional, because it only takes a few hours to beat it. However, when you check your inventory, the second page will be entirely blank, and even the first one probably won't have half of the possible items. For me, it feels like I have to jump through all these hoops for content that wasn't really worth hiding to begin with. It isn't that they're not worth obtaining, such as the anchor greaves, which allow you to walk normally on ice instead of sliding uncontrollably. My point is that I wouldn't have gone to such lengths to hide this content, especially when the base game doesn't take much time to finish.

From my perspective, incorporating hidden dungeons like this into the main gameplay loop would make more sense. That way a larger amount of people will see a bigger portion of the game you've designed, instead of only those who want to keep scouring different areas for something they've overlooked. Having beaten the game, it feels like I'm on a scavenger hunt, crossing off items I don't really need, either because I want to fill the blanks, or earn some achievements. Since I didn't find them while looking around myself, I'm just relying on guides so I don't waste my time blindly fumbling around. However, this process feels annoying instead of satisfying. Although I think this was a less than ideal choice, the gameplay was enjoyable. I'd recommend picking this title up on the cheap, if you want a short playthrough, but wouldn't suggest you bother with all the secrets.

PC Specs
Performance
Ryzen 2700
RTX 2070
16GB RAM
ADATA SSD
1920x1080
The game ran without incident on default settings.
💖 - PD is healthy
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