Average User Score: 5.7Sep 12, 2013I'll grant that the game works, but it doesn't do at all what a game is supposed to do. The only feeling that was invoked from playing this was boredom. It's got the same problem as Dear Esther, where your only mechanic is to watch stuff and hope for the best. Proteus on the other hand is pixelated in that "I'm trying too hard to be retro" way. The game is about watching nature, but absolutely nothing interesting happens when you're plopped into the world. It's not scripted, and some would praise that, but the way I see it is that there is *nothing* for me to see unless I get lucky. I am not going to waste my time waiting to see the *true* side of proteus when I could be working for real money. I play games mostly to invoke happiness, and this didn't, sorry.… Expand
Average User Score: 6.5Sep 12, 2013It's difficult to review a game like this because I don't know what it's trying to accomplish. If it wanted to tell a story, it should have been a small book if it wanted to have beautiful graphics, it should have had beautiful graphics if it wanted to be a game, it would have had mechanics other than walking. The combination of the 3 doesn't seem to help, and yet I still have absolutely no idea what to think of this. The idea of an interactive story is flawed an here's why. You can't 'read back' like you can in a traditional book, and even movies provide the option to rewind; here, if you lose your focus, you lose a chunk of the narrative and have no way of getting it back without replaying the level. This is a sort of thing that should allow you to walk back in time in case you missed something. Second, it relies on the player to progress the narrative. Instead of having gameplay to soothe a regular game's gap between story elements, this game has nothing but walking; there is nothing there to pass the time from A to B.
I get that it's not supposed to be a 'game' in the traditional sense, but it leaves itself open to criticism when it does the ONE thing it's supposed to do in a sub-par manner. At the end of the day, I'm left with the sour taste in my mouth of an uninteresting story with a guy who's trying too hard to be British narrating it (I don't care if he's actually British or not). With nothing to pass the time from A to B but poor geometry and low-res textures, the game ceases to be interesting in the slightest. People are acclaiming it like it's the holy-grail of new ideas when it isn't, and I just don't see the point in Dear Esther, I'm sorry.… Expand
Average User Score: 8.4Sep 12, 2013I bought the game because it looked like an interesting little platformer, and instead I was pleasantly greeted with one of the most genuinely funny, and genuinely fun games that I've played to date.
You play as Richard Conway, a freelance spy working on the case of the recently deceased Selena Delgado. Throughout the story you contact people of interest and potential clients through your phone, which gives you around three response-options where the clients can respond back. It's an interesting means of progressing the story and it works well, using humor that can be taken by some as childish, but is overall hilarious and doesn't rub off as cheesy. Almost nothing in the game rubs off as cheesy or cliche despite the extreme prevalence of corniness in similar movies and games. The only thing is that the game was assembled with the YoYo GameMaker, which leaves limitations on certain aspects of the graphics, but is overall unnoticeable.
The mechanics of movement are very easy to pick up and master. You can walk, climb along ceilings and walls, and use your absurdly powerful 'super-trousers'. The combination of the 3 makes for some of the best movement mechanics I've ever encountered with a game, seeing as there is almost no room for anything to go wrong. You can jump, scale, and tackle from any part of the map with ease and it's a blast. Since the platforming aspect itself is almost clean as butter, most of the challenge in the game comes from the very innovative 'Cross-link' system. Essentially you are given the ability to rewire any component of the building at will, 'use this button to open that door, or use this security camera to send the elevator to that floor'. It too works cleanly and effectively, meaning that most of the game is spent thinking about the most efficient means of completing the objective. The game just plays as it should, no complications.
The art-style and music form this noire-esque type of feel and they work wonderfully together. The music sounds like something that should play when a real detective is working on a case. Opening Cross-link mode turns the music into a slightly muffled but slightly techni-fied version, giving a techy feel to an otherwise retro game.
The story and length of play are the only things that leave something to be desired. Most people will finish the game in 3-4 hours, and the story as a whole doesn't do the rest of the game justice. Bear in mind that each individual segment of the story is executed perfectly, but that the pieces don't seem to work so well when put together. Regardless, I think the game is a steal for 10 bucks and is well worth anyone's time to play, the game is easy and an overall fun experience. Nothing detracts from the game enough to warrant a decrease in score: it does it's job, and gets out. That's all I ask for from a game and Gunpoint has done just that and more in a new manner. There's nothing like it, buy it.… Expand