Away: Journey to the Unexpected

released on Feb 05, 2019

Away: Journey to the Unexpected is a colorful first person adventure game that combines action, negotiation and rogue-lite elements Progress through the levels and the story, choose your path, but above all, recruit allies. All the strange characters you meet in game can be played in first person, and it’s up to you to find the right answers to get them to join your team! Idiotic workmen, mysteries from outer space, oddball friends, and fast combat await!


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Pretty game with lacking game design, sometimes is not entirely clear what you have to do but one or two runs and you get the hang of it. Really short, 3 hours, maybe 5 is you want 100%.

This isn't the first game to dupe me into buying it with it's beautiful visuals, and it won't be the last.

The unique visual style of this game had me interested immediately way back when Nintendo showed it off at one of their indie directs, and upon finally booting it up was impressed to be greeted by a fully animated opening. My hopes were high that a game with this much polish visually would deliver a fun and memorable experience.

Unfortunately, the visuals are about all there is to remember about this game. This is a rougelite, meaning you will go through the games levels until you either die or hit a roadblock forcing you to restart, at which point you'll go through the game again and again gradually building up your character and unlocking new things for future playthroughs. After just one playthrough of this games loop though, I was bored out of my mind and ready to move on. And it only took about an hour, two levels total, to reach that point.

Combat is in first person, but judging if you are close enough to hit or get hit is virtually impossible. Sometimes it feels random if your going to take a hit or not. Combat can basically be summed up as "press the attack button as much as possible and hopefully one of the melee swings will connect before you get hit". There is zero depth. Some characters have projecticles that need to be aimed, but an energy system that limits how often you can use a character makes sure you"re never having too much fun. You'll be spamming that attack button with the main character more often than not.

To top it off, enemies are super simple offering very little challenge. All together it makes for one very boring game.

This is a very beautiful looking bad game. Don't be fooled and waste your time on this one.

Graphically this game slaps but the overly clunky mechanics, brutal difficulty and the fact that its sometimes really difficult to gauge where your hitbox is and where your attack range is... it just makes for frustrating times overall.