Tails Noir (2021)

EggNut

Linux · Mac · Nintendo Switch · PC (Microsoft Windows) · PlayStation 4 · PlayStation 5 · Xbox One · Xbox Series X|S

2.97 from 100 ratings

1066 members have it in their collection · 14 playing now · 734 backlogged · 95 wish listed

How long? Main story 5h · with extras 6h (from 8 logged playthroughs)

Unfold the mysteries of a dystopic animal society inhabiting retrofuturistic Vancouver in a noir stealth adventure coming in 2019. Backbone is a pixel art cinematic adventure with stealth and action elements. As a private investigator Howard Lotor you are set to solve detective cases, interrogate witnesses, explore the intriguing retrofuturistic Vancouver, and sneak your way to safety using smell-based stealth … Read more
Unfold the mysteries of a dystopic animal society inhabiting retrofuturistic Vancouver in a noir stealth adventure coming in 2019. Backbone is a pixel art cinematic adventure with stealth and action elements. As a private investigator Howard Lotor you are set to solve detective cases, interrogate witnesses, explore the intriguing retrofuturistic Vancouver, and sneak your way to safety using smell-based stealth mechanics. Backbone collides the visual and social contrasts of film noir with anthropomorphic animals and dystopian fiction. Crawl through the dark alleys of pixelated Vancouver, and experience the impactful storyline focused on themes of power and prejudice. Read less

Release dates

  • Jun 08, 2021 (Worldwide) Linux, Mac, PC (Microsoft Windows)
  • Jun 08, 2021 (North_America) Xbox One, Xbox Series X|S
  • Oct 28, 2021 (Worldwide) PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
  • Feb 09, 2022 (Worldwide) Nintendo Switch

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Most Anticipated 2021 by BMO · 48 games · 0

Rating distribution

5 stars
7
4 stars
17
3 stars
45
2 stars
28
1 star
3

Community All Reviews Statuses

curt924

Review curt924 2/5 · Aug 16, 2023

I can only recommend this game with huge asterisks attached. From a purely technical standpoint, Backbone is near flawless. There’s some spotty sound design during some cutscenes, but the pixel art, soundtrack, phenomenal world, and its lore make Backbone worth the price of admission in my opinion. Backbone’s environments all feel full of life and have so much detail that …

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I can only recommend this game with huge asterisks attached. From a purely technical standpoint, Backbone is near flawless. There’s some spotty sound design during some cutscenes, but the pixel art, soundtrack, phenomenal world, and its lore make Backbone worth the price of admission in my opinion. Backbone’s environments all feel full of life and have so much detail that it is absolutely insane. Walking down the streets of noir-dystopian city with the mellow soundtrack playing is easily where Backbone shows off its muscles, and if the entire game stuck to the city exploration / pseudo investigation gameplay style then I’d be much more willing to recommend this. Sure, more puzzles and meaningful dialogue choices would’ve also been nice, but the story starts out strong enough to carry the game over those missing features. Unfortunately, things take a turn for the worse after act II, and I can’t say I fully understand what the developers were going for here. Our detective raccoon story gets dropped for something much more rough and it feels unfinished. Someone clearly watched Synecdoche, New York a few too many times and wanted to incorporate similar themes, but the meshing doesn’t really work. I would’ve loved to see a longer third act with a more realized story and especially a more satisfying ending. I don’t think that this game is going to get the MGS2 treatment and become a cult classic down the line sadly, and I’m still not really sure whether the goal was to confuse, anger the player, or both. I would’ve loved to see an actual conclusion to the story that we followed for the majority of the game time, and I definitely would’ve liked to see some more detective aspects to this game that is being marketed as a detective thriller. I hate to come down so hard on this game because like I said, the technical aspects are brilliant, but the story here is simultaneously too complex for it’s own good, and too short to fully explore any of the ideas that it presents. Backbone is something that people are going to play for the graphical merit, its incredible soundtrack, and it's pretty fantastic first 2 acts. It’s just a damn shame that everything else about it will be forgotten.

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Zetille03

Review Zetille03 4/5 · Apr 13, 2023

Inicio flojo pero bien salvado

Este juego tiene un inicio muy cliché, detective que se mete en un caso el cual solo vio la puta del iceberg y no es para nada por lo que es contratado, y al haberlo empezado se ve metido en todo el meollo. Pero lo salvan muy bien, al inicio me aburría pero poco a poco van desarrollando a la …

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Este juego tiene un inicio muy cliché, detective que se mete en un caso el cual solo vio la puta del iceberg y no es para nada por lo que es contratado, y al haberlo empezado se ve metido en todo el meollo. Pero lo salvan muy bien, al inicio me aburría pero poco a poco van desarrollando a la osa, Bloodsworth, y Renee, y el conductor del taxista pesao, que me encanta ese personaje, y me gusta bastante como los introducen, y esos encontronazos raros con personajes que realmente dan la sensación de no aportar nada a la trama pero que realmente le dan un toque apropiado y aplican contexto al universo distópico que nos plantean en este mundo. El único personaje que no me ha gustado, y por lo que le hace perder esa estrella, es el propio protagonista, y he visto en reseñas, que es incluso el antagonista, y me parece que esa perspectiva esta muy alejada de la realidad. Realmente Howard es un simple imbécil cabezota incapaz de ver la realidad, y que simplemente persigue a lo largo de toda la historia esa "realidad" que el y renee tienen planteada en sus cabezas, pero no se, siento que es necesario ese comportamiento, no me ha molado mucho

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UnTipoSerio

Review UnTipoSerio 3/5 · Apr 7, 2023

Gatillazo narrativo

Un prólogo muy interesante que lleva a unos capítulos siguientes absolutamente decepcionantes. Backbone tiene personajes muy interesantes y un leitmotiv sobre ser lo suficientemente valiente y fiel a ti mismo para encontrar y seguir tu propósito. No obstante, la falta de elementos interactivos, ramificaciones de la historia y las decisiones hace que sea muy difícil si quiera hablar de esta …

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Un prólogo muy interesante que lleva a unos capítulos siguientes absolutamente decepcionantes. Backbone tiene personajes muy interesantes y un leitmotiv sobre ser lo suficientemente valiente y fiel a ti mismo para encontrar y seguir tu propósito. No obstante, la falta de elementos interactivos, ramificaciones de la historia y las decisiones hace que sea muy difícil si quiera hablar de esta obra como un juego, en el mal sentido. Se hace algo tedioso y el final es demasiado anticlimático y apresurado, tiene una pretensión algo simbólica que realmente no sabe a nada. Una idea ingeniosa y un estudio con talento en una obra que raya en lo mediocre.

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SuperEffective

Review SuperEffective 2/5 · Dec 12, 2022

I ended up not finishing this game after it completely changed the narrative and genre of the game in the second half. I really enjoy point-and-click style gaming and noir storytelling, which this game kicked off superbly and was so fascinating! So what happened? Why was the decision made to shift this into an entirely different type of story as …

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I ended up not finishing this game after it completely changed the narrative and genre of the game in the second half. I really enjoy point-and-click style gaming and noir storytelling, which this game kicked off superbly and was so fascinating! So what happened? Why was the decision made to shift this into an entirely different type of story as you progress? I wanted to complete for the sake of finishing the story, but I honestly was just really disappointed and didn't want to sit with that feeling any longer.

The extra star is just for the first half (from the prologue to the second act). If you are want to see some of the game, I would just play the prologue (free on Steam) and keep to that.

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BunnyHUB

Review BunnyHUB 3/5 · Nov 16, 2022

Sad

It's sad, this game had so much potential and they totally screwed it up. The beginning was incredibly interesting, the characters the same, the beautiful graphics and atmosphere. I felt like a detective. But already halfway through the game, everything started to turn into some kind of science fiction instead of a thriller and a detective game. By the end …

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It's sad, this game had so much potential and they totally screwed it up. The beginning was incredibly interesting, the characters the same, the beautiful graphics and atmosphere. I felt like a detective. But already halfway through the game, everything started to turn into some kind of science fiction instead of a thriller and a detective game. By the end of the game, the game is so unnecessarily long that going through it starts to tire and bore. And the end? I haven't seen anyone ruin a story like that in a long time

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V1CGaming

Review V1CGaming 2/5 · Oct 25, 2022

The game only gets worse.

A lovely collection of pixel art pieces doing a very poor job of pretending to be a game. Dialogue is strung out and adds nothing to the experience. The decision to always give the player a choice of 3 different things to say was bafflingly stupid. This is the most on-the-rails narrative experience I've ever played - why did anyone …

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A lovely collection of pixel art pieces doing a very poor job of pretending to be a game. Dialogue is strung out and adds nothing to the experience. The decision to always give the player a choice of 3 different things to say was bafflingly stupid. This is the most on-the-rails narrative experience I've ever played - why did anyone think dialogue choices would help? Really, every game decision made here is pretty self-defeating. The only part of this game that holds up is the art and as magnificent as the art truly is, it's not nearly as good as the overall game is bad.

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Aleosha

Review Aleosha 3/5 · Jul 27, 2022

Weird and depressing

Yet another detective noir adventure with furries. Not point-and-click though. At least not entirely. And with some elements of stealth.
We play as a private detective, of course, who's hired to follow a husband that frequents a certain nightclub, so his wife could get a divorce. We find the husband in the basement of the club, not only dead, but …

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Yet another detective noir adventure with furries. Not point-and-click though. At least not entirely. And with some elements of stealth.
We play as a private detective, of course, who's hired to follow a husband that frequents a certain nightclub, so his wife could get a divorce. We find the husband in the basement of the club, not only dead, but also prepared to become someone's roast.
We pair with a reporter to follow the suspicious trucks that have been seen around the nightclub. The meat is being delivered to a wealthy ape, who happens to be Minister of Science. Are rich people eating poor people?
We follow some leads on the missing prostitutes from the nightclub. Turns out one of them was spying on the wealthy clients for the nightclub owner, Bloodworth. Science minister and one of his employees mentioned "Project Artifact" a couple of times. We also get a visit from Bloodworth, and some beating from her henchman. Classic. We follow the science lead. Get into the lab. The Artifact is kind of a black goo that is able to create hybrids. Also, this is a postapocalyptic world where humans are apparently long extinct. The Artifact gets into us. That's... unexpected.
From here, game turns into Weird.
There's a fantastic scene where we walk through a crowd during a festival. We meet our friend, Anatoly, the taxi driver. And that thing kills him.
We lay low with the homeless people. But the mafia finds us eventually and captures us, to experiment on the Artifact. There is a bunch of pointless inner dialogues, after which we escape. And... suddenly, that's it. We are told that the mafia boss plans a revolution, our partner decided to work for her, and our hero either dies beyond the Wall or mutates beyond recognition.
Well, that's a depressing turn of events.
The game is quite short, just 4 hours, and since there are almost no puzzles, it's mostly just story. I enjoyed it while playing, but looking back, I feel that the journey was very inconsistent.

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mephisto_waltz

Review mephisto_waltz 2/5 · Jun 2, 2022

STRUCTURELESS BACKBONE

Backbone, serves as a great example of one of the trends that I see in a lot of indie genre games. This particular game, fancies to present itself as a 'post-noir' (interesting terminological replacement for neo-noir), from its aesthetics (the trench coat, the rain, the detective, the moody soundtrack) to the storyline (which begins as a missing person investigation). …

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Backbone, serves as a great example of one of the trends that I see in a lot of indie genre games. This particular game, fancies to present itself as a 'post-noir' (interesting terminological replacement for neo-noir), from its aesthetics (the trench coat, the rain, the detective, the moody soundtrack) to the storyline (which begins as a missing person investigation). However, looks can be decieving, and very much like another indie detective-game I played a while ago titled Kona; the developers and writers, decide to bring other elements from other genres in the very last act of the story. Reading through the script of Backbone, I notice this was intended:

Things are starting to get real. This is a hard turn of the game - we go from noir/detective to something more ominous, a sci-fi twist to the story that prepares players for the upcoming body and existential horror themes.

One has to wonder about the rationale of doing such. Backbone has one great flaw: it seems to be dedicated to a genre at first, but only in surface, moving from references to references, cliche to cliche, crossing a list of expected beats. It never indulges into far more serious exploration or innovation within the genre, at the moment of that sudden change, it's safe to say that the 'body horror' genre is even more less explored. We witness thus a tonal collision that unbalances everything that the player had grow to empathize with.

Narratively, this makes even less sense. Not only does it seem like an amateurish way to plow through an unplanned plot, its also a disservice to the storylines that the player had invested their interest in. The plot of the missing persons, is soon forgotten, moved aside by the predominance of unhinted sci-fi threads. Soon, we come to the realization, we are no longer playing the detective game we promised. It's one thing to subvert expectations, when you have built actual expectations, but when you haven't and suddenly throw at the audience an unexpected turn (one who doesn't seem as unexpected, is as cliche as the whole detective thing, but rather, coming out of nowhere) it's to be expected to lose some of the attention and investment from them to this new story, which they had no interest in before.

This doesn't do justice to its themes either. The game touches on capitalism, class conflic, exploitation, race and very much like the treatment of its genre(s), its equally symbolic without much substance or any personal statement to say. It's all generic 101, lines expected, ideas from a Twitter comment section. Not to mention its supposedly 'existential themes', which are ripped off straight of the inner monologues of Disco Elysium (a game to which Backbone is clearly endowed), but without the depth, intelligence, charisma and comedic relief of the latter's phenomenal writing; put even more to display, the lack of originality in the voice of the game. A shell, a conglomeration of elements that are incredibly old or have been explored in much more interesting ways previously.

Taken that despite some great dialogue exchange, this game doesn't offer exactly anything remotely interesting with its gameplay or as a point+click adventure, with very poorly designed puzzles. It only has its narrative to convince, yet it struggles and fails so hard in making a convincing narrative that it's nothing short of astonishing how this game seems so decided to sink itself further and further. Wouldn't recommend, really... Unless you want to take a masterclass in what not to do with pacing, structure and genre.

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Eerp

Status Eerp Nov 1, 2021

Maybe this is just on Series X but, if you press RB (the language change button) during non-verbal "interactive cutscenes" (if you play you will understand) the game hard crashes to Xbox menu.

This is still occurring as of today, 1 Nov. 2021.

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Eerp

Review Eerp 3/5 · Nov 1, 2021

Barely A Game But Interesting Nonetheless

The game starts strong and ends... well... open-ended.

Gameplay-wise, there are limited puzzles but they are interesting and fun enough, just, there are too few and they are front-loaded. By the halfway point it just becomes a visual novel you click through.

Still, I love the art and the story was interesting enough boilerplate noir to keep me clicking until …

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The game starts strong and ends... well... open-ended.

Gameplay-wise, there are limited puzzles but they are interesting and fun enough, just, there are too few and they are front-loaded. By the halfway point it just becomes a visual novel you click through.

Still, I love the art and the story was interesting enough boilerplate noir to keep me clicking until the end.

If you are willing to give a 2D point-and-click visual novel a try and have game pass and a few hours... you could do worse.

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Arkalliant

Review Arkalliant 2/5 · Oct 27, 2021

Not solving any mysteries

Since this is mostly a negative review, let me get the good stuff out of the way. Extremely beautiful Pixelart, even with the graphical glitches that I suspect are only on the game pass version. Pretty good soundtrack, even if it utilizes vocal tracks a bit too much IMO, and there’s that one scene where the game turns into a …

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Since this is mostly a negative review, let me get the good stuff out of the way. Extremely beautiful Pixelart, even with the graphical glitches that I suspect are only on the game pass version. Pretty good soundtrack, even if it utilizes vocal tracks a bit too much IMO, and there’s that one scene where the game turns into a screensaver while you listen to the song for no particular reason. The characters are solid for the most part, they decided to make the main antagonist motivation feminism for some reason, a true Gaslighting Girlboss.

With that said, the Backbone Prologue, which is basically the first hour or so of the full game, ended up being very different from the main game. To convenience sake, I’m going to highlight the elements present in Prologue and mention how were they changed for the main release, like:

Divergent paths, granted they do converge in the same destination, but you meet and help different characters on each path, giving you the feeling that your actions are shaping the story. This is abandoned in favor of a more linear experience, go to X place, find who to talk and say whatever, since the dialogue trees don’t matter and the game will march forward regardless. In its final form is more akin to a visual novel with no choices or a walking simulator.

This is specially insulting when the game TELLS you that you are about to make a very important choice, just to mention later that the choice didn’t matter.

Stealth Sections! The only place where you can get a game over in the Prologue and is mostly absent in the main game, except for one very small scene. I don’t know why would you program this, if you aren’t going to use it.

Puzzles! The Prologue contains two puzzles that I remember, and one of them isn’t particularly good. It asks for you to read a newspaper, which you can only do once, you can’t even check it in your inventory after picking it up, so if you forget important information, you are fucked. That said it does end up being one of the 4 or 5 puzzles in the entire game (that I remember). So no really a lot of interactivity in the gameplay department, as stated previously.

Story-wise, the Prologue presents a very clean mystery, as a PI you look for evidence against a husband for her wife to use in the divorce, but in doing so you uncover a big conspiracy and a bigger mystery to solve. The main game keeps this tradition alive by uncovering even BIGGER conspiracies with MORE shocking twists, and almost NEVER solving the previously established mysteries.

The plot goes into insane directions and takes itself very seriously. All of this builds up to a disappointing but somewhat expected cliffhanger ending.

Even side characters will entice you with some interesting bits of backstory or potential subplots, just to disappear as quickly as they appeared.

And that’s really all I got to say about this one. It’s different from what I was expecting and what the game itself originally sets out to be. I don’t think it’s bad per se, but it lacks focus on what story it’s trying to tell. Maybe I’ll enjoy it better on a second playthrough with more tempered expectations.

Unrelated but Backbone does kinda remind me of The Red String Club for some reason, both are pretty pixelart games, heavy in dialogue and with ultimately meaningless choices because of only one inconclusive ending, but Red String does have more interactivity. I should replay it someday, maybe I didn’t like it as much as I remember.

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BMO

Status BMO Oct 19, 2021

Ah yes, another game I want to play that is coming to console via Game Pass in October, and another game I don't know if I have time to play, lol.

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lance20000

Review lance20000 4/5 · Jul 1, 2021

Backbone; It Achieved Everything It Set Out for, But Why Those Choces?

What's the difference between an interactive experience and a game? Well, games have player input, right? The world reacts to the player's stimuli. Without a player, a game isn't a game. What is Candy Land when it isn't being played?

Backbone is not what I expected it to be. The demo, which is the entire first chapter, was successful in …

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What's the difference between an interactive experience and a game? Well, games have player input, right? The world reacts to the player's stimuli. Without a player, a game isn't a game. What is Candy Land when it isn't being played?

Backbone is not what I expected it to be. The demo, which is the entire first chapter, was successful in making me want to play the game, ended up not being an accurate representation of the whole experience. I mean, that should be the primary goal of any demo, but really it's not. Demos exist to get people to play the game.

I don't want to spoil Backbone, which makes writing about the game a challenge because much of the experience hinges on the Act 4 twist. There is the game before that twist and the interactive experience after that twist.

I am disappointed that Backbone didn't have more gameplay in it. Through my 5 hours and 40 minutes of playtime, maybe an hour was problem-solving -- maybe. The majority of Backbone's playtime is spent walking around and talking to people, unlocking new conversation trees, and then progressing the story.

The elements that contribute to the story -- the setting, backgrounds, dialogue, character design, plot progression -- are all fantastic. The sprite work is particularly sharp, and I often found myself just looking around at every detail. There are plenty of moments when the game presents you opportunities to just sit in the world, but I found myself doing outside these scripted events.

The music, along with the ambient noises, help ground the game in its noir inspired setting: the sound of rain, cars driving by, crowds murmuring, to quieter moments of birds chirping and wind blowing. There are two styles of music in Backbone: smooth jazz and dirty electronic synths. I loved them both. You'd think these styles would be strange bedfellows, but electronic music isn't a stranger to noir. Give a listen to Tangerine Dream's score to Thief, or give the motion picture soundtrack to Drive a spin. Hell, if you haven't seen Thief or Drive, stop reading this review and go watching them.

Okay, so gameplay, this won't take long. You mostly walk left to right or right to left talking to people, occasionally solving a puzzle (very occasionally), ducking behind something, and mostly choosing prompts in dialogue trees. That's it. If Backbone's story and writing wasn't so sharp, I'd be seriously disappointed.

And let me be clear, even though Backbone finishes on an unsettled note, possibly as a set-up for a sequel in the same world, it also goes "fuck your expectations, we are going this way! Come along for the ride" in act 4, the story in this game is very, very good. Backbone is worth experiencing for its story alone.

I do wonder why the developers made the choices they did; why tell this story, why limit the gameplay, why make this as a "game." The amount of choice in this game barely make it an interactive story. You as a player don't have any influence on the story's outcome, and you have very little influence around the context of playtime. If the intent was to have this story where you can walk around as the protagonists, then why limit so much? Isn't the point of exploration freedom of movement? I'm sure there is some justification, but it still has disappointing gameplay.

If you enjoy narrative heavy games with strong writing, elements of detective, noir, and twists in games, I think you would enjoy Backbone. If you can find meaning in exploring dialogue trees and sharp writing, I think you will have more than a good time. If not, skip it.

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Zubera

Review Zubera 2/5 · Jun 22, 2021

LIT ON THE SPOT - REVIEW:

Backbone is a strange point-and-click adventure. Its story moves from one extreme to the other too fast, going from complete cliché to “holy hell, what’s going on” after a single twist. However, it never commits to both approaches, abandoning important elements for the twist, but not giving it time to breathe.

The protagonist is a raccoon that wears a trenchcoat …

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Backbone is a strange point-and-click adventure. Its story moves from one extreme to the other too fast, going from complete cliché to “holy hell, what’s going on” after a single twist. However, it never commits to both approaches, abandoning important elements for the twist, but not giving it time to breathe.

The protagonist is a raccoon that wears a trenchcoat and works as a private investigator. Howard Lotor is your typical noir detective: he’s reckless and cynical, talks tough and claims to be used to the dark, filthy places of his town: “Granville. Smells like wet concrete, overpriced fast food and puke. My kind of battleground.” One day, when he’s investigating the whereabouts of a male otter – his wife believes he’s cheating on her – Howard gets mixed in a sinister plot that involves the most prominent figures of the city. With the help of a journalist – that just happens to be an attractive fox –, Howard must then find what truly happened to some missing girls.

The first parts of Backbone follow the noir staples to the letter. The investigation gets more and more complicated, incriminating more and more important people. Howard believes society is rotting from the inside and his findings just corroborate this notion: the rich are exploiting the poor in ways that even the detective couldn’t have imagined. There’s a feeling of powerlessness that permeates the entire story, imbuing it with a melancholic dose of fatalism: Howard constantly wonders whether his actions really matter, since even if he discovers the truth, he can’t exactly go to the authorities to get the people responsible punished.

Corruption is always a major theme in noir stories and it’s no different with Backbone. The people in power always have law enforcers in their pocket: they do horrible things without a care in the world because they know they are blessed with impunity. There’s an early scene when Howard talks to a homeless person – they are the wisest wise and most compassionate characters in the game – and the guy warns the detective that his optimistic mindset will bring only disappointment. The protagonist is talking about how his actions can finally have an impact on the world and change it for the better, but the homeless man says, “We talking about change now? People like you and me don’t change things.” But Howard still believes he can.

After all, despite his act, Howard is still naïve and inexperienced. Early on, he even contemplates – even if just for a short moment – going to the police to tell them about a hideous crime he saw a mob boss commit. When his search for the missing otter leads him to such discoveries, the character knows he’s out of his depth: he’s used to small cases, like taking pictures of unfaithful husbands, so going against the mafia is a bit above his paygrade. The scene that opens act II is crucial in this regard, because it shows Howard panicking after finding that crime scene: he asks a lot of questions to himself, but doesn’t know any of the answers. He’s clueless about what to do next: if he should lie to his client or tell the truth, if he should delve deep into the case or pretend it never happened. He only knows that his life is at stake, but that only makes him more anxious.

But then comes Renee, a journalist that gives him meaning and purpose. She stirs him in the right direction, forcing Howard to uncover all the dirty he can on the mob and the politicians so she can then make it public. Her influence on him is what makes Howard never back down, as she’s the one that’s always pushing him to do the right thing.

The first parts of the game follow this pattern: Howard goes to interrogate a person or infiltrate a place, discovers that things are even worse than before – and that the rich and powerful are even more wicked than he first imagined – he panics, tries to leave, but Renee puts him back on track.

There’s a focus on building side characters: there’s a rabbit vendor called Mo, or Po or something else, that pretends to be different people in different parts of the city – or so Howard believes. There’s an elderly couple you meet on the street that is lonely and you can help them be together – even if there’s no reward for it, as it would turn a selfless act into something not so selfless. There’s a scientist that doesn’t hesitate to use people as guinea pigs for her research, but still treats them kindly. She has been denied access to her dreams all her life, so when the mob boss offers her the chance to finally work with what she wants, she doesn’t look the gifted horse in the mouth.

That’s how the main antagonist in the game controls people: society oppresses and she offers relief. Sometimes, by tempting girls with a big check, offering them the amount of money that they could only dream to get elsewhere. Sometimes, by investing in personal projects, allowing good deeds to happen because they will get loyalty in return. The antagonist gives back what society takes and people start answering to her, looking the other way when it comes to her crimes.

This all means that Backbone works in its first hours. It nails the noir atmosphere, with a fatalist, melancholic tone and a jazz-based score. Even the loading icon is a cigarette burning down, which adds to the charm. It has interesting characters, gorgeous backgrounds, and even some humor spread throughout to keep things from becoming too gloomy.

The unfaithful otter that Howard is after at the beginning, for example, is called Jeremy Green, and he wears a green hat and a green tie to work. Because the protagonist is a raccoon, one of the usual options of interaction is also to “sniff” things, like objects and people. This leads to some humorous writing, such as when Howard gets infatuated with a desk:

“[Sniff the desk] The wood has perhaps been rubbed with scented oil, redolent of citrus and smoke. It smells of power and success. [Feel the desk] It feels like a desk. But you wish you could run your hands over its silky grain every day.”

However, even when it works, Backbone still has its fair share of problems. The soundtrack is great but too sparse. There are scenes in the game that play out in complete silence, as the dialogues are not dubbed, the letters don’t make “Phoenix Wright” sounds when they appear, and there’s no background noise. This decision makes scenes that could have used more drama become weightless.

The game’s puzzles are also non-existent. The most difficult one is at the beginning, which functions as the climax before the first big reveal, but there’s just one more in the rest of the game, which retrospectively makes that puzzle feel out of place.

You also have the option to choose Howard’s answers, but they’re limited to being a jerk or compassionate, self-assured or uncertain, and you can move between extremes with no penalty, creating a contradictory character.

Finally, there’s the twist, a big “WHOA” moment that upends everything, changing even the game’s genre. Even though it’s surprising and memorable – in the way ultra-bizarre narrative decisions usually are – at the end of the day, this twist does more harm than good to Backbone.

First, there’s the matter of time: after it happens, there’s only one more act left in the game and an epilogue, which doesn’t leave time for the twist to be developed. Since it has absolutely nothing to do with what came before, it doesn’t use those things – the characters, the themes, the plot points – in its favor. On the contrary, instead of bringing closure to them, it ignores past events and opens numerous more doors.

Noir is a genre that looks inside: it shows corruption at the heart of a society. The twist in Backbone shifts the focus outwards: it asks big questions about the world itself, creating mysteries related to worldbuilding. Consequently, the game’s last hours are at odds with the first ones: they’re looking in different directions, talking about different things.

Consequently, characters are forgotten – like the brother of one of the missing girls – jokes don’t get their punchline – like the identity of Mo/Bo – and some important plot points are suddenly dropped: one of the antagonists, for example, says in the epilogue, “you know the horrible things I was doing? Well, I’ve just decided not to do them anymore.”

And the new questions the twist brings to the table, about Howard’s world and what lies beyond it, are also not answered. Even the discussion about identity that suddenly comes to the forefront also leaves underdeveloped: the question of “what am I” that Howard starts to ask becomes muddled by the strange nature of the twist itself, since it corrupts precisely that answer.

Backbone pulls the rug out from under your feet, which is great, but it also never stops to ask “at what cost?” Because the answer here is not only everything that came before the event, but also afterward: the twist becomes the point in and of itself. And no story survives with only that.

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BMO

Status BMO May 28, 2021

I'm looking forward to Backbone's console release. I hope we have a date soon.

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