This review contains spoilers
This game is weird, because it's hard to give a rating. Thing is, it's kind of uneven. It's very good in some places, and a bit annoying in others.
OK, so it's a metagame thing, where the real story is about the developer of all the games the different player characters are from. It's cute, it's well done, there's clever stuff in it. The ending especially and is pretty impactful. When this game comes together and is working, it really, really works well. But the problem is that this game is also a tour through these different genres like fighting games or RPGs, and some of these bits drag.
In particular, the middle chapter is a sendup of "classic" (that is, shitty) JRPGs. It's making fun of how those games had boring and repetitive combat, gruesomely overwritten dialog and were three times too long. It makes you do three different boss fights to get the orbs so you can move on. I get that this is the structure of the exact games it's making fun of, where getting to do the same three things as everyone else but in the order you want lets the games claim they have choice and consequences. But it's a tedious padding technique in those games and it has the exact same effect here!
Another complicated feature is the puzzles toward the end. Going from game-within-a-game to game-editor-within-a-game is really clever, and it's a good device paired with the metacommentary from Lionel Thingie. But the puzzles themselves are nakedly stolen from The Witness. Now, listen, I'm not judging anyone for stealing ideas (I think Picasso was right about that one), but the problem is that in a game that really wants you to think about their creators, and what they say about their games, and whether they're assholes or not, then going anywhere near the question of Jonathan Blow is something that's hard for the audience to treat as accidental. I mean, are we to understand that Lionel Thingie is being compared to Blow? What's the point being made there?
And finally, while the final Walk segment is effective both as a poke at walking sims and a climax of the game, the problem is that the whole concept is lifted from The Beginner's Guide! Once again, I like it when good ideas from one work are used in another, but this is too blatant. Is the plagiarism the point? Is this game a response to that game somehow?
Still, you have to give credit to any game that can prompt a little thought like this. This sure is saying something. I also really dug the visual style. It's simple 2D, but I think it's effective, and the style is also agreeably consistent throughout the game. I thought the transformations into the top-down shooter and JRPG perspectives were quite clever, too.
OK, so it's a metagame thing, where the real story is about the developer of all the games the different player characters are from. It's cute, it's well done, there's clever stuff in it. The ending especially and is pretty impactful. When this game comes together and is working, it really, really works well. But the problem is that this game is also a tour through these different genres like fighting games or RPGs, and some of these bits drag.
In particular, the middle chapter is a sendup of "classic" (that is, shitty) JRPGs. It's making fun of how those games had boring and repetitive combat, gruesomely overwritten dialog and were three times too long. It makes you do three different boss fights to get the orbs so you can move on. I get that this is the structure of the exact games it's making fun of, where getting to do the same three things as everyone else but in the order you want lets the games claim they have choice and consequences. But it's a tedious padding technique in those games and it has the exact same effect here!
Another complicated feature is the puzzles toward the end. Going from game-within-a-game to game-editor-within-a-game is really clever, and it's a good device paired with the metacommentary from Lionel Thingie. But the puzzles themselves are nakedly stolen from The Witness. Now, listen, I'm not judging anyone for stealing ideas (I think Picasso was right about that one), but the problem is that in a game that really wants you to think about their creators, and what they say about their games, and whether they're assholes or not, then going anywhere near the question of Jonathan Blow is something that's hard for the audience to treat as accidental. I mean, are we to understand that Lionel Thingie is being compared to Blow? What's the point being made there?
And finally, while the final Walk segment is effective both as a poke at walking sims and a climax of the game, the problem is that the whole concept is lifted from The Beginner's Guide! Once again, I like it when good ideas from one work are used in another, but this is too blatant. Is the plagiarism the point? Is this game a response to that game somehow?
Still, you have to give credit to any game that can prompt a little thought like this. This sure is saying something. I also really dug the visual style. It's simple 2D, but I think it's effective, and the style is also agreeably consistent throughout the game. I thought the transformations into the top-down shooter and JRPG perspectives were quite clever, too.
An expansion on the core ideas of Pony Island (and everything else Mullins has released, to some extent). It’s also a very direct riff (or dunk??) on The Beginners Guide, and makes heavy use of the neither-you-nor-your-player-character-want-to-do-this-but-you-have-no-choice-to-proceed mechanical narrative device (the “Bioshock Special”). So a real mishmash of video game meta-narrative concepts.
Less elegant than Pony Island but still a good time. Glad I got to experience Inscryption first (like most people, I’m sure) before seeing some of the same tricks used here in what’s hard not to think of as a trial run.
Less elegant than Pony Island but still a good time. Glad I got to experience Inscryption first (like most people, I’m sure) before seeing some of the same tricks used here in what’s hard not to think of as a trial run.
When Dan Mullins hits, it's a resounding win for indie games as a whole. The Hex plays with such unique genre shifting and a wonderful metanarrative about humble beginnings being overtaken by early onset fame and money being introduced into someone's life. As always, the metanarrative fucking rocks and it builds to an ending that I honestly like more than Inscryption's. Inscryption is without a doubt the better overall product, but The Hex surprised me. And I do so love when Dan Mullins surprises me.
If you haven't played this game, do not read this review or anything else about it. Hop in and play it blind.
I thought this game would mostly be about playing through different genres of games, albeit with a bit of meta stuff since I knew this was the same developer that made Pony Island. What I got was an interesting fourth-wall-breaking story. Playing through different genres that connected the characters together kept things fresh and interesting and I love how these seemingly separate characters had been weaved together to tell something much larger. The fourth wall breaks that begin more and more towards the end of the game really got me and Sado was an incredibly creepy antagonist. Revealing the player themselves as a character of their own to complete the hex in the game's true ending was brilliant. Beyond that, there are a lot of secrets to delve into and explore not only in the game but out of it. The cipher in the game files and in an entirely different game extends the story beyond the bounds of just the game. A wonderful gem that is worth the time played.
I thought this game would mostly be about playing through different genres of games, albeit with a bit of meta stuff since I knew this was the same developer that made Pony Island. What I got was an interesting fourth-wall-breaking story. Playing through different genres that connected the characters together kept things fresh and interesting and I love how these seemingly separate characters had been weaved together to tell something much larger. The fourth wall breaks that begin more and more towards the end of the game really got me and Sado was an incredibly creepy antagonist. Revealing the player themselves as a character of their own to complete the hex in the game's true ending was brilliant. Beyond that, there are a lot of secrets to delve into and explore not only in the game but out of it. The cipher in the game files and in an entirely different game extends the story beyond the bounds of just the game. A wonderful gem that is worth the time played.
It‘s the weakest of the Mullins Games and may just be an addition to the whole universe canon. But gameplay wise it‘s boring, as each individual game is only barebones of it‘s genre and nothing special.
There is also no revelation like Inscryption does so right and even Pony Island.
It's a mixed bag of all sorts of genres, but basically just a walking simulator.
There is also no revelation like Inscryption does so right and even Pony Island.
It's a mixed bag of all sorts of genres, but basically just a walking simulator.
I’ve already played Inscryption so I thought I had an idea of what to expect going into this but it still managed to surprise me. It’s really rough around the edges (especially when it comes to visuals) and some of the sequences go on for too long like Rust’s, but the core idea is so strong and creative that I can’t help but give Mullins his flowers. Would love to see what this game would look and feel like with Inscryption’s production values, because I genuinely think I’d prefer a more polished version of this over it.