This review contains spoilers

Writing of the game was pretty good, but I have a narrative complaint. About 2/3 through the game, your protagonist learns about the plot conspired against her. Despite discovering what fate awaits her at the Barrow, the protagonist proceeds forward and spills her blood to fulfill Saxton's request. This doesn't make any sense. We do not see any inner dialogue from the protag to hear her reaction nor do we see any sort of explanation for her decision. She hears from Arthur what will happen to her, and instead of fucking off out of there, it's like she didn't learn anything at all. I think the ending of the game really hingers on the player not thinking too hard about this detail.

I'd also say there are some cosmetic issues with the game. Lots of the textures of characters, items, scenery etc blend in with each other too well, making the visuals super flat. Pixel art requires a delicate balance between hi and lo resolution which is understandably difficult. Sadly I feel like the artist doesn't have a firm understanding of pixel art arrangement (or possibly just hasn't found their particular identity in the medium yet). I can tell the artist is traditionally trained, but that does not always translate directly to the notions pixel art requires to not only be legible, but stylized. Dialogue selection / UI text is under-designed and seems to have been neglected by the design team. This is one detail that could have easily been given more personality and overall "juicing" up the game in a meaningful, more immersive way.

I think this game has great bones and clearly a dedicated writer. The cutscenes stretched towards something cinematic but could not quite reach it, perhaps they needed more time to linger in their unsettling effects. If this game had more time in the kitchen, it could be something really unique. I can tell the devs care about this game, I hope they continue on to improve from here.

This review contains spoilers

I can at least appreciate the unique gameplay mechanic that utilizes webcam integration. Else, the story of the game is a bit too direct and contrived. I did not feel particularly connected to any character or theme presented in the context of the game. Ultimately I felt solicited to have an emotional reaction which had the opposite effect on me. The presentation of the narrative could have been more poignant had it felt more personal or perhaps less typical. I'm not even sure what exactly I am supposed to gather from the ending. I recognize that a lot of players were moved to tears at the climax, but I don't necessarily understand what exactly about it that is so provocative. Maybe people sense from the swelling of the music, the death of the protagonist, and a sweet anecdote from his mother that This Is Supposed To Be A Sad Moment. I can tell this project was a sentimental art piece from the lead designer so while I respect his intentions, I don't love the shallow writing style.

I once began this game in 2020 and stopped playing after only a couple hours of gameplay. It was not yet the right time for me - this game can feel like a heavy weight at times. I am so glad I gave it another shot.

Though this game is much more than a visual novel, if you generally do not enjoy reading books then this game is not for you. Much of the game play time is spent reading text without an animation or visual to support it. For me, this is alright as I am someone who felt immersed enough by reading the dialogue and narration. Some will disagree, that is fine.

Aside from that barrier that people seem to encounter, this game is a phenomenal experience front to back. At first I was frustrated by the fact that the game would introduce something fantastical and strange but not explain it's meaning. Much is left up to the interpretation of the player. But once I got used to the magical nature of the game, I was able to let go of trying to take things too literally.

The dialogue options and art direction are a real achievement from the developers - though the art assets are simple in design, they suit the game's atmosphere. I absolutely adored when the canonical folk songs would bleed through from the background. By the end I was totally invested in the characters and was left with a strong impression.

Not often do games manage to be poetic without risking their maturity. KRZ is as sophisticated as it is innovative. Highly recommend it.

Great acting talent wasted on David Cage's prosaic writing choices. As with the other games from Quantic Dream, the characters suffer from a serious lack of charm. It's a bummer - this game has a lot of potential with its premise. I liked being able to control Aiden, the metaphysical entity that is bound in spirit to the protagonist, Jodie. Unfortunately though, quicktime events as a core gameplay mechanic means your success/failure is dependent on pretty arbitrary circumstances. You can really damage your progress in a game over a simple misplay with a QTE.
The story jumps around in time awkwardly, not doing much to adjust you, then gets away from itself and totally caves in by its resolution.
These games (and by that I mean Heavy Rain onward) are clearly motivated by inspiring the player to confront social issues: homelessness, mental health awareness, social justice, segregation are a few. But I feel like these games hardly scratch the surface. They tell you they exist, definitely. But not much else. The writers appear too cowardly to really unpack them. It feels like a real LiveStrong Bracelet moment.
Games should make you feel skilled, challenged. With this game I feel taken advantage of and anxious. Wouldn't recommend it to anyone.

Before anything is said, I should mention that I played this in 2022, long after the release of this game. I understand that generally this game was well received for it's "innovative" gameplay and focus on storytelling. And ok... sure, I can see that being true. But even so, it has certainly not withstood the test of time.

I have many issues with David Cage's elementary level writing. His characters are flat - there's no depth whatsoever. The story is a mess, plot holes everywhere with completely unbelievable decision-making by the protagonist. And without spoiling any of the story beats, I will say that just about every conflict in this game is totally unrealistic and contrived. Having played Heavy Rain, Beyond: Two Souls, and Detroit, I firmly believe no women or few women were involved in these projects because jesus christ there seems to be an obsession with lonely women wandering their city apartments in their underwear all lonely and sexy and sad.

The controls are tedious - I understand wanting to create a sense of immersion, but I do not feel like I'm being bonded with the game when I meticulously wind the joystick to open each and every door. It doesn't work and really takes me out of the experience. I want to feel connected to these characters, but am distracted by spontaneous button presses. I can't focus on the material of a scene if my eye is darting around the screen waiting for the next quicktime event.

This game is cringe. But at least its funny. Its not meant to be funny, but I'll take what I can get.

If you want to play this game, maybe do it for the meme. But otherwise I'd say it's not worth anyone's time.

This review contains spoilers

Of the games from this studio, this might be my favorite one. But that's not saying much as I have not been generally enjoyed any of David Cage's work. Most characters in this game are very one-dimensional and unconvincing. And as per the trend from Cage's writing, conflicts escalate very quickly from small, localized problems to massive, doomsday catastrophe. This as a trope is not necessarily inherently bad, but it I feel like the game slips out from under itself by the end. The quick time events take a lot away from the cutscenes - as a player I am so focused on anticipating the next button press that I cannot pay attention to any of the actual action on the screen. By the end of an important story beat I feel like I did not absorb anything that just happened - I was so dialed in on whether the game wants me to mash a button or dash the joystick. Unfortunately this takes so much away from what would be solid storytelling. A game this broad and colossal in scope unfortunately means the dialogue tends to be very boring, corny, or unrealistic. Though I thought some of the science fiction concepts were very interesting (as in, dealing with the questions around artificial intelligence), the story relies on very basic, dull allegories and I just don't feel impressed by any means. The holocaust allusion at the end of the game was seriously insulting and atrocious.

On the upside, the visuals are stunning and I have to give credit to the fact that a game with as many unique story branches as this one surely takes some talent. Not exactly a waste of time but I definitely would not go recommending this game to others.

most understated and underrated game in recent years. love this game with my whole heart.

great gameplay, corny writing

2022

Been following the lead developer for a while now and have always thoroughly enjoyed their art style, so I had been anticipating this release for a good while. This game really got to me - I did not expect to be so emotionally affected by the story. Poetic, truthful, pensive.

I think the overall narrative could be tighter, there are a few loose ends and neglected subplots throughout the game, plus the combat could be more fully realized. But overall I feel like I really took something away from this game, so I think in the end the developers did their job well enough.

I also listen to this game's soundtrack all the time now. It really latches on to you.

"deck building" and "roguelike" are keywords I typically avoid while buying games, but Inscryption came highly recommended to me despite that. I'm so glad I gave it a shot. This game subverted all expectations I had - it's stylish, thoughtful, and addicting. If you are like me and tend to dislike card games, this game is still very much worth a shot if you're even a little bit curious. Well worth your time.