It was a bit overwhelming at first. Nivalus-this metropolis stretches for miles under your HOVA jetliner-vast and unpleasant, distracting highways and tall buildings, neon lights flashing under the dark clouds. The flashes of billboards and advertisements (selected shades of blue, yellow, white, orange) bounced off the concrete wall without ever softening the sharp edges of the city. There is a sense of sense, no matter where you are, someone is watching, somewhere. Perhaps an endless stream of anonymous vehicles hovering around you. Maybe it's the constant gaze of a million windows looking at you.
- Developer: Ion land
- announcer: Merge game
- Platform: Review on PC
- Availability: Now on PC
It never stops raining here. You may think that in the high places where the clouds are high, you will not be able to endure such a tedious inconvenience, but the downpour is infinite. You can't help wondering how Nivalus' seed-like world-in the dark of eternal darkness, the tattered dark clouds of perpetual darkness-will look like. So, will the people you meet-people who look at home on a rainy night-be different? Will sunlight help soften the feeling of looseness in every uncertain encounter?
Despite darkness and continuous rain, the city is still very active, bustling with people who only venture at night. Some people want to talk to you; many don't. Less will have a meaningful impact on your story. These characters will not help us to pile up the story of the mysterious protagonist Rania, but they will add color and spice to the world she is in.
It was risky at first. Although it disoriented me, I still wanted to climb every inch of Nivalus, explore its secrets, and then drill into its lower abdomen. However, the more time I spend with Rania, the faster I pick up and transport packages along the neon tubes with questions I have never been asked, the less I know. Despite the impressive background and fascinating premise, Cloudpunk is a game that will never get started.
Its nickname comes from your delivery service, Rania or your controller's frustrating and impersonal "14FC". Cloudpunk seems to be dancing in terms of legitimacy and is willing to deliver anytime, anywhere, at all costs, respecting the confidentiality of customers. Our protagonist Rania seems to run counter to the suspicious morality of the employer, but in the end it becomes clear that when debts are heavy, begging gar cannot be a choice.
I hope we can better understand Rania. I hope we also understand Control. I do n’t know how I think of her AI companion Camus-an idea that AI reshapes her beloved puppies (although initially, he is undeniably cute-naive, curious and supportive, Doug-from-Up-schtick Get old soon). Cloudpunk always hangs unusual, interesting characters on our faces, just pulling them away later, never to be seen again. Regrettably, most of them are silly two-dimensional stereotypes-inexperienced robots, cunning CEOs, cunning salesmen-lacking any practical purpose or value. Although the voice is very clear, Cloudpunk's performance is also different, from extremely brilliant glory to extremely terrible glory, somewhere in between. Every time you pick up and / or provide a secret package, you will learn excerpts about Nivalus personnel and their locations, and the fragments seem to be available to us.
If there is some motivation behind Rania ’s story, these confusing episodes will be forgivable, but again, it also makes people feel as if they have never had a chance to breathe. Rania is nothing more than a futuristic postman Pat, who can pick up packages from an anonymous, indistinct place and drop them to another place. Yes, the rhythm of the game is soothing and undemanding, but it also lacks patience and passion.
Perhaps the most frustrating is the summary that sometimes gives us agents. For example, the early game 14FC could decide whether to deliver or discard the suspicious tick package she was accused of getting off. This is a fascinating dilemma-is she doing it as she was told, confident in the way that control will not hurt her? Or does she think the risk is too high? The choice is yours-but this kind of choice is rare, coupled with the lack of dialogue choices and decision making, it feels like a kind of taunt in the game.