Let’s make Cyberpunk Month official. After The Ascent and The Observer, we are again traveling to a future full of implants and companies. This time from the hands of the Italians from Antab Studio, who present us with a more than interesting bet. Have you ever played a comic? It sounds strange, but I can think of few examples that better define this excluded.
The story of Evan Kapnos, our protagonist, is excluded. One day we will wake up knowing that the company we work for is bankrupt and our implants are illegal. Hence, it is time to go to court to get back to everyday life. Things are complicated because all of a sudden there will be a whole series of suits that want to kill us. WTF? But we will not be alone on this crazy day because we will receive a call. In true Mission Impossible style, a girl will help us escape and begin our adventure. An adventure of betrayal, implants that improve human skills, and money, lots of money.
In the world that Foreclosed presents to us, we are in debt from birth because of the implants with which we are received into the world; and such a difficult debt to be paid to the state. It seems to me to contextualize a very interesting premise that in this world nothing counts but money, which can be synonymous with power.
The title not only knows how to build a world education, but honestly it does it well, through dialogues. No text notes that seem like mushrooms after the rain. Here we are given the information by the characters and, depending on the question, more or less deepened.
On a narrative level, the game does a great job, with that comic book aesthetic we are going to enjoy a sequence of overlapping layers on the screen that share the space as some others overlay. An example would be a vignette in which we walk from left to right, this ends and another appears, but this time with our view from above until we go from vignette to vignette to the third-person view with a rear-view camera, which is then the most common used in the game.
But not all play is talking and walking. The game has two pillars, one larger than the other. On one hand, we have a stealthy side where we have to solve a little puzzle (locate panels and hack it in general) or just survive without being seen as we move forward. The other and most of the title is direct action. The game becomes a kind of third-person shooter with super powers. Once we have our gun things change, we don’t have to hide anymore, we have to shoot at close range.
The point is, there is some development, some progress. We will level up and get some points that we can exchange for improvements, such as explosive bullets, a barrier that makes us immune for a brief moment, or what can I tell you … telepathic skills that allow us to to raise the enemy.
We will gradually acquire these powers as the story unfolds. And it works pretty well how the action, which looks more like a video game, mixes with those full narrative moments when we talk to enemies or allies and where we can make moderately important decisions. All of this with that touch of superhero action comics.
Maybe the first penalty will come from the shootout. In my opinion, it’s very soft even in the last part of the game when we all have improvements … it lacks power. We seem to be firing a pellet gun all the time. And it’s a shame, otherwise it’s fine. It is true that the AI lacks the slightest intelligence, but at the same time the game requires a certain calm to analyze the situation, see where the enemies are and propose an order to eliminate them. That said, there is a certain strategic factor if we don’t want to die in the first moment of change. In that sense, it reminded me a bit of Superhot. But here, too, the rewarding sensations when emptying the magazine (which do not exist, since ammunition is measured in terms of overheating) with an enemy are missing. Or even if we telepathically toss a damn barrel at him and it seems like we’ve thrown a book at him … it’s trifles, but since it bet more or less directly on the action, I would have liked it to be better were . No longer.
But the game is really good at everything else. His artistic section, drawn like an artistic illustration, with those flat and pastel colors, in its comic book construction, is a delight. See how you play it from start to finish without a single loading screen … it grabs you and doesn’t spit you out until the end. In addition, the story progresses at a very good pace and, as a short title (5 or 6 hours), never seems overwhelmed. I also love his cyberpunk vision, away from the dark and neon. Here we see a concrete architecture, but with a strong holographic component that, despite everything that surrounds it, never loses the identity of a more or less ordinary city. It gives a more futuristic feel than cyberpunk, and that sometimes comes out of certain fetishes of the genre.
This really is your muscle. The innovation of its narrative and how, through very few mechanics, it is able to create an interesting and entertaining story in which the player has only one wish: to keep going and to know what the hell is going to happen to Evan Kapnos and his desired implants .
Foreclosed is another adventure with action-packed undertones, but one that features a profound conspiracy about business, corruption, money, and power. Thus, you will become a candidate for anyone interested in the genre as it will undoubtedly surprise you.