For starters, the voice acting and dialogue was great, and I thought the art style and environmental graphics were good-looking. Other than that, I mostly had problems with the game.
I have played a couple of other "walking simulator" type games that I really like, like Gone Home, Firewatch and What Remains of Edith Finch. When playing these games I tend to stretch out the game byFor starters, the voice acting and dialogue was great, and I thought the art style and environmental graphics were good-looking. Other than that, I mostly had problems with the game.
I have played a couple of other "walking simulator" type games that I really like, like Gone Home, Firewatch and What Remains of Edith Finch. When playing these games I tend to stretch out the game by exploring a lot, which is why Gone Home lasted me about 4 hours, and I got over 5 hours out of Firewatch. But even when looking around for every little thing you can do in Adios, I was a little disappointed when the game ended and it only lasted one and a half hours.
The other games I mentioned also felt more like games, because they had more movement and interactivity, while Adios has so many moments of you standing still talking to someone that it felt more like a low budget movie with poor cinematography, or a visual audiobook.
The focus on the game is on the character development, but with that short of a runtime, I feel there wasn't enough time to properly build up and flesh out the farmer (main character) to the point where I cared about what happened to him. But this could also just be an issue with the presentation of the game's writing and story, since other games have made me care more about its characters in a very short amount of time, like the 15 minute opening to The Last of Us for example. Hell, even Firewatch, which I mentioned earlier, told a better and more emotional story about Alzheimer's Disease with its 15 minute opening scene than this game did in its entire 90 minute runtime. And that was just through written text and the accompanying music, not even any voice acting!
The story overall was pretty decent, but even though there were one or two game mechanics that would only make sense in the medium of video games, I felt the story could have been served better as a movie, tv-show episode or a short story. I have spent a lot of time in previous years watching other people play games through let's plays, and after I got to the credits of Adios I had the feeling that I might have enjoyed the game more watching it being played by one of my favorite streamers.
The controls worked decently for the most part, except for the dinner cooking scene, where I was mostly confused which button on my controller did what. I tend to always play PC games with a PS4 controller, as long as it's not a point-and-click game or some first person shooters, and while Adios seemed to have native support for controllers, there was no information in the menu for button bindings on the gamepad, only keyboard and mouse. But there aren't a lot of controller inputs in the game anyway, so this wasn't a huge problem figuring out.
There were some weird design choices that kinda took me out of the game. If a game like this wants to tell a very grounded and real story, I expect the world and characters to also behave in a more real way compared to most other video games. But then you have things like the scene with the new mob guy, Sol, where he just stares straight ahead into a tree the whole time while talking, even though the farmer's friend always seems to look into your eyes when he's speaking to you or vice versa. I also noticed the fence gate to the house that automatically opens, as if it's a grocery store entrance, whenever you walk through them. I don't know why the developers didn't make an animation for walking through them, or at least treat them like the doors, where you have to make them open yourself by interacting with them. Stuff like this easily breaks the immersion in a serious and heavy narrative-based experience like this, and reminded me that I'm playing a video game.
The animations of characters were also awkward and stiff, and in places where I expected an object to have collision, like a chair or the swing on the porch, I just clipped right through it. There were a few other minor bugs I noticed that were less important, like the occasional audio clip abruptly getting cut off too early, or how when you're standing under the chestnut tree and stare down on the ground the entire screen fades to pitch black for some reason, until you aim the camera up again and it fades back.
Overall I would say I mildly enjoyed Adios, but it's an unpolished game, and not something that I would recommend for others to play, when they could have a better experience watching someone else do it on YouTube.
6.5 out of 10 - Decent, almost good.
Charlizard - Swedish, 29M.… Expand