The historical territory of
colonial America
is an area that remains largely unexplored setting in games. An interesting and
fairly unique setting, it is full of untapped mystery and intrigue and the
potentially fascinating mysticism surrounding Native Indian culture (which was
loosely explored in Prey). The 16th
Century colonial America
setting is hardly the only unique that sets Betrayer
apart from other games, however. The monochromatic art style, idiosyncratic
mechanics and interesting approach to side quests all add up to make this game
a bundle of really interested mechanics. Much of the game’s problems
unfortunately come from the fact that such potentially fascinating mechanics go
largely underdeveloped and disappointingly unexplored.
The game starts with you crash landed on an unknown and
unnamed island that is heavily implied to be around the period of colonial America but
never explicitly named as such. You, a silent and unnamed character, set out to
explore this mysterious island, which appears to have been ravaged by “the
Spaniards” as well as some frequently mentioned malevolent spirits referred to
as the “Naturals”. Much of the backstory of the island and its people, and the
awful things they so clearly went through, is mostly told through notes and
diary entries that fill in a lot of the implicit narrative. Furthermore, side
quests often play out as mysteries that slowly unravel piece by piece as you
find each relevant clue, in whatever order you find. These mysteries and
personal stories often regale the lives, and usually the final moments, of the
island's previous inhabitants, and are all interesting, well-told tales of
sadness and regret.
The unique monochromatic art style is an immediate eye-catcher |
The game takes place in two very different worlds: day and
night. During the day, enemies armed with bows and primitive 16th Century weaponry
(muskets, flintlock pistols etc.), but at night, ghouls and skeletons roam the
land as well as the restless spirits of the recently deceased (who basically
act as the game's quest givers). Once you've sussed out the differences between
the two worlds, you start to get into a rhythm in which you are going into the
dark world (night) to get quests and then switching back to the light world
(day) to actually do them. Both worlds provide very ominous atmospheres for
very different reason, when in the "light" world you have hold onto
the unnerving feeling, and frequent confirmation, that something went horribly
wrong on this all-too-quiet island. Whereas, the "dark" world has a
real undead, otherworldly vibe that, although feels uneasy at first, feels
underused. The night time is essentially just a carbon copy of the daytime
world with less lighting and enemies that behave the same (but are skeletons,
instead of soldiers, at night). For all its potential, the night “world” is just
one of the many great ideas Betrayer
has but fails to properly expand upon.
The gameplay is a fairly basic blend of exploration,
stealth-focused combat with use of bows, muskets and flintlock pistols, and
some light RPG elements. The exploration is completely free-wheeling, and
although the game does give plenty direction towards key areas and objectives, there
is rarely a strictly-set path the player must take. Exploring the vast and expansive
world of colonial world can give way to a number of different items, scenarios and
quest-related intrigues. Such exploration is key to unravelling the mysteries
of the island (generally in the form of background-filling notes and side-quest
objectives), as well as finding extra fast travel points, finding loot chests
and finding some of the game’s slightly weirder set pieces.
The enemies of this world, mostly phantom-like soldier-looking
guys and fast-moving goblin lookalikes (the enemy variety is a little lacking,
but the combat is hardly the highlight of the game, so it isn’t a huge deal), are
relentless and will spring on you at any time if you aren’t being particularly
quiet in your movement. This is what makes stealthy behaviour and movement both
encouraged and highly beneficial. Stealth, though never forced, plays a huge
role in your survival, attacking without being detected provides damage bonuses
and can give you the much-needed upper hand (especially on tougher, larger
enemies). Also, since many of the enemies (though not all) are equipped with
muskets or pistols, attracting their attention may lead to attracting the
unwanted attention of other trigger-happy predators. Stealth gameplay is tense
and exciting, but the game could definitely benefit from better indicating when
exactly you can be seen and heard.
Changing the colour palette back to normal still makes the game look great, but it loses a lot of its originality |
The wind and the subsequent swaying of trees serve as both a
tool of the ominous atmosphere and a mechanic of the stealth system. On random
intervals of around every 15-20 seconds the wind will blow, in an extremely
hyperbolised manner, for roughly 5 seconds or so. In that time, you are harder
to hear and therefore can sprint or fire off shots without needing to worry
about being spotted, however the game is real vague about what that actually
means, and an almost way to track how much noise you're making at any one time
would be real useful (it can be a little hard to decipher, especially when you
get ambiguous items that make you "4% harder to see and hear",
without explaining what on earth that means). Although some of the game’s more
complex mechanics are lacking in the department of solid explanations, the game
is usually very good at communicating information about what you can interact
with (with use bright colours) and where loot and quest related items are with very
specific and easily recognisable audio
cues.
Although the game’s core mechanics and eerie atmosphere are fundamentally
excellent, neither are explored fully enough to reach their full potential, and
many mechanics of the game feel disappointingly thin and lacking in enough
variation to keep them interesting. The atmosphere starts off promising, with the
eerie swaying of the trees and empty silence of the island creating a chilling and
tense atmosphere. However, the ominous tree swaying really loses its
effectiveness once you realise that it’s merely a mechanic of the stealth
system, and the potentially creepy night time “world” feels woefully underutilized.
As for the core mechanics, the combat is extremely simplistic and thus can get
a little tedious to repeat (especially during some of the later unpredictable
and frustrating difficulty spikes), and with only three weapon types (and a
Tomahawk throwing weapon) the variety is somewhat lacking.
Furthermore, although the game’s questing and investigative
systems are conceptually sound, with the basic concept being that you hop into
the dark world (by ringing an ominous bell) to gather lost spirits and bring
back to the hub area of that specific area (typically a small village or
settlement). Talking to them will begin the investigation of some kind of
mystery or confusion that remained unresolved when they died. Such mysteries
can range from finding out how somebody died, or why somebody was sentenced to
death. Unravelling these mysteries requires you to hop back into the light
world (essentially the “real” world) and discovering enough clues and pieces of
evidence to then suss out what really happened. In the game’s case, this means
going back into the dark world to talk with the restless spirit, inform them of
what you found and let them explain what it is or what it means.
The game can be a little vague at times, even frustratingly so at times |
Although the investigation aspect of the game is
conceptually sound, it is disappointingly lacklustre from a mechanical
standpoint and its execution squanders its potential. Exploring the island and
finding the clues is fun and the clues themselves are generally interesting and
well-varied, but the act of returning back to the dark world and regaling what
you’ve found back to the spirits is way simpler and way more repetitive than it
should be, and feels way too fetch-questy. The most frustrating thing about the
dull execution of this system is that the actual mysteries are all so interesting,
unique and well-written. Another great idea that falls short in its execution,
but one that may still be worth going through if you’re interested in the excellent
stories behind them.
The game’s unique monochrome art style is a real eye-catcher
and really adds to the atmosphere, but the contrast can get a little obnoxious,
so the option to turn off the monochrome filter is available if you so wish.
The use of bright colours to contrast the monochromatic colour palette is a
great way to highlight important items in the environment, and the blood red
colouring of such highlights is great for extending the sense that something
very wrong happened on this island. The game generally looks pretty good and
the sound design makes some clever uses of audio cues and unobtrusive hints.
Ultimately, Betrayer
is a bundle of really great ideas that almost all fall flat thanks to their simplistic
execution and undeveloped variety. The backstory of the island and the individual
stories of the people (or spirits, more accurately) you come across are all
really interesting and really well-done, and if you come into Betrayer looking for that then you’ll
probably be able to look past some of the disappointingly basic mechanics. The uniqueness
of the mechanics, art style and setting make Betrayer well worth checking out, but it leaves a lot to be
desired.
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