I don’t think I’m going to say very much unique about Broken Age, which is a beautiful but ultimately flawed example of the Point and Click genre. Which, in the context of Tim Schafer’s point and click output, is remarkably consistent. I have no doubt that Broken Age will be someone’s favorite — like Grim Fandango or Full Throttle, it …
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I don’t think I’m going to say very much unique about Broken Age, which is a beautiful but ultimately flawed example of the Point and Click genre. Which, in the context of Tim Schafer’s point and click output, is remarkably consistent. I have no doubt that Broken Age will be someone’s favorite — like Grim Fandango or Full Throttle, it has enough going for it in terms of art, style, and dialog to be both universally charming and, for its most resonant audience, infinitely fan-art-able.
Broken Age tells two stories simultaneously: Shay, a young man living alone on a spaceship run by an overprotective computer that calls itself Mother, and Vella, a young woman who decides she’d rather not be fed to local Cthuloid horror Mog Chothra. The player can switch between the two characters at any time, and discover how their seemingly separate worlds are connected.
As a point and click adventure enthusiast, I found the puzzles in this game to be good to great for the most part, with only a couple of point and click sins committed, just to remind us of the genre’s marketing fragility. The game employs context-sensitive actions instead of using verb lists as early adventure games would use, making it more accessible and intuitive. The game also features an impressive voice cast that includes Elijah Wood, Jack Black, Jennifer Hale, Wil Wheaton, and Pendleton Ward who bring life and personality to the characters.
But what was really just frustrating and disappointing was the actual execution of the overall story of the game. Gang, this thing felt very strongly like they ran out of money before being able to do Act 3. After being so compelled and enthralled by the storytelling and world building of the game, the ending was rushed and unsatisfying, leaving me feeling cheated out of a proper conclusion.
I suppose that the more optimistic reading of that is that the game is wonderful enough to make me want so much more. But they needed to “‘Wow’ them in the end”, not wrap things up with vague sketches over the ending credits.
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