Wednesday, 20 February 2019

Perseverance Part 1 Review (English Original Visual Novel)

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While Japanese VNs are the prime source of inspiration for most EVN developers, some Western games, such as Telltale’s The Walking Dead series, also have a significant influence on the Western VN scene. This inspiration is pretty obvious when we look at the stylistic choices and main themes of Perseverance: Part 1, a debut title by the Polish studio Tap It Games, released on Steam in late July 2018. As you can imagine, this episodic release involves surviving an outbreak of a mysterious disease which turns people into cannibalistic monsters, with personal drama and conflict between the major characters a least as important as the apocalyptic events happening in the background. And while the short first act, which I’ll be writing about today, leaves us at the precipice of disaster,  focusing mostly on presenting the backstory of the protagonist and establishing the setting, it does so in a promising manner which will most likely left you wanting for more – even though, just as the adventure games by the now-defunct Telltale, it has its distinct share of problems.
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The first episode ends rather abruptly and leaves us with very little knowledge about the outbreak and the conspiracy behind it – it feels like the first, tiny bit of a rather grand story

Perseverance follows the story of Jack – a painfully average and unfulfilled guy, living in a secluded, small town somewhere in the US interior (a place pretty much only kept alive by being in close proximity of a large military base), struggling with lack of purpose and trying to cope with his failing marriage. After leaving college to take care of his severely-ill father, he ends up without education and stable job, while his attractive wife, who also shortened her medical studies to join him in his hometown, works as a nurse at the local hospital. Together, they raise a young teenage daughter and the game opens with a rather vicious argument between Jack and his wife, centred around his ambition to teach their child how to hunt. After saying a few words too many, he leaves for his late father’s forest cabin to think things through, while, in his absence, the intrigue that might lead to humanity’s downfall unfolds in the usually-sleepy town.
            One lesson that Tap It Games definitely took from The Walking Dead is that compelling characters can, or maybe even should be deeply flawed and a survival story benefits from showing their shortcoming and exploring how they can overcome those in the moment of truth. Jack and his family are at times borderline unlikeable, but above all else feel like ordinary people, struggling with the challenges of everyday life and in no way prepared for the disaster coming for them. Most of Part 1 is dedicated to establishing them as characters and making the player invested in their story. From my perspective it worked pretty well, as both the main cast and the supporting characters (very few at this point) were interesting enough for me to want to learn more about them and, at least to some extent, care about what might happen to them. My only complaint in that respect is that devs overdid it with foreshadowing and minor “spoilers” in Jack’s narration – I would very much prefer to be left in the dark about some future developments within the story, like fate of certain crucial characters or the scale of the outbreak, but you can easily deduce much of it from the opening monologue and Part 1’s ending.
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Many of the game’s choices feel “off”, making little sense unless you enjoy playing your VNs as an over-the-top asshole

One other problem I had with the game at this point is connected to the choices – most of them only seemed to serve a purpose of choosing whether Jack is a somewhat decent human being, or a complete asshole, with options in the latter category often feeling forced and insulting to common sense. Should you apologize to your wife after hurting her feelings in a horrible way, or is it a better idea to persist with emotional abuse? Is it better to calm her down while she’s hurt and most likely in shock, or to shout at her with anger? What makes these choices really bad is that they’re not about choosing between selfishness and altruism, or between the others and your personal safety, like it would be the case in The Walking Dead – it’s just about being a horrible human being for the sake of it and unless that’s your personal kink in regards to choice-based games, there’s no added value in that. The choices, also, don’t seem to have any real impact on the story at this point. While they might, in rare cases, lead you to an abrupt game over scene, they generally don’t affect anything beyond the immediate dialogue lines and it’s unclear at this point to what extent they might influence the storyline further down the line. If I was to guess, I’d say not that much, considering how near-impossible it is to create a genuine branching story in an episodic game, especially with the, most likely, very limited resources the devs of Perseverance have available. I personally don’t mind an illusion of choice, if it helps your immersion in the story, but it’s still something to keep in mind and downscale your expectations appropriately.
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A riddle – what do you use to cut a rope? Thankfully, it’s not one that you can fail – the choices, apart from one or two dead ends, don’t seem to matter at this point

The visuals are definitely one of the strongest aspects of the game, with a distinct artstyle that feels inspired by Western comic books more than anime (and by that virtue once again resembling Telltale adventure games more than the typical, Japanese-style VNs). While it’s not super-heavy on details, the sprites are distinct in their designs and expressive, while the backgrounds and CGs are simply nice to look at and feel very consistent with the overall aesthetic. The sound and music are minimalistic and support the general, eerie vibe of the story without standing out much. What stands out, unfortunately, is the technical aspect of the game. Perseverance was made in unity rather than a dedicated VN engine and lacks some typical quality-of-life features, like the skip option, possibility to roll back the text, easily switch auto-mode on and off, or even convenient access to the backlog. For someone like me, used to EVNs made in Ren’Py, these omissions were quite painful at times and made replaying the game to check out alternative choices a chore.
            In the end though, what mattered the most – the story and production quality of the game – did deliver and from this point of view, I’d consider reading Perseverance: Part 1 a positive experience. It’s a really solid first act, which might develop into something truly exceptional if Tap It Games directs it well. I just hope that the future episodes will be at least a little bit longer – reading a story in hour-long bits every few months is never a great formula and if the Part 2 doesn’t offer a more substantial piece of storytelling, it might damn the whole project into obscurity. That is, if the future episodes ever happen – the radio silence from the studio is worrying and I would not recommend buying this as long as we don’t know whether it will receive at least some continuation. Without that, Part 1 is only an extensive demo – a good one, but not really something worth investing your time in, if we’re never getting a full story. Time will tell.

Final Score: 3/5

Pros:
+ Solid, well-stylized visuals
+ Interesting, realistically flawed characters

Cons:
- Unconvincing and inconsequential choices
- Clunky interface
- Very short


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