In the middle of two much larger projects I'm working on, I decided to take a little time to write down my experience with this game. For context, I enjoy Journey quite a bit. I also enjoyed Abzu despite its lack of originality. It was like eating the same really good meal for lunch and dinner. If The Pathless was "Journey in a forest" in the same way Abzu with "Journey in the ocean" I would have been satisfied. Unfortunately, The Pathless is a study in maximalist game design, and minimal originality. In a misguided attempt at adding new gameplay mechanics, Giant Squid walks a terrible line between not being mechanically interesting or allowing you to fall into that "Journey Feeling". While Journey was never a mechanic heavy game, it submerged you in a world that never took you out by throwing a million red targets all over the landscape. It all feels like the developers had an okay concept, but began adding things to it to make it more “full featured”. In many ways, it’s a very bad attempt at mimicking Breath of the Wild’s success. Someone should have told Giant Squid that Breath of the Wild was not great because it added a hundred tepid puzzles around the world, it was in spite of that. Speaking of those puzzles, if you thought they were boring in Breath of the Wild, you have a tall glass of lukewarm water to sip on here. The only concrete reward you get from most of these puzzles are essentially keys to unlock the next level. I nearly wrote that that was the only reward you got from these puzzles, because the other reward is a miniscule amount of progress on a bar. This bar, when filled up all the way, increases your run meter. I believe many of this game’s issues all lead back to this meter. Its existence pushed the developers into adding so much unnecessary filler to the world. One of the game’s main draws is its movement, and this meter just puts a limit on how much fun you can have with it. Well, it would have if the movement was any good at all. It’s not even as fun as pressing R2 in the Insomniac Spider-Man games. At least in those games there was some sense of momentum, that every swing would bleed fluidly into the next and (pardon my cliche) make you feel like Spider-Man. If you let go of the run button in this game, your character grinds to a halt. In fact, doing anything except holding forward, holding the run button, and pressing R2 over and over again to hit targets ends any semblance of inertia. I feel like this is a step backwards from the simplicity of Journey and Abzu. In the process of trying to make the movement more of a mechanical interaction, Giant Squid removed any overlooking I can do in favor of aesthetic.
It goes without saying that The Pathless also rips Team Ico off at many turns. Its bosses are big forces of nature that have an attempt at seizing empathy in their death. While its narrative isn’t wordless, it certainly feels like it should be. It’s the desolate world that evokes Ueda’s output the most though. It’s no surprise that The Pathless doesn’t do a good job with its Team Ico inspiration (I can’t really think of a game that does), but its attempts at replicating the smaller moments really irked me. In all of Team Ico’s games you would happen upon little interactions with your NPC companion. These range from dialogue to animations to physical input from the player. It’s a little time for you to grow closer to the person/animal you’re journeying with. They have no pretensions, and just give some humanity to digital creatures. I almost put my controller down and shut off my console when The Pathless directed me to press square to pet my eagle. This was, of course, after a forced stealth segment where I had to turn my brain off lest I lose my mind of boredom. The way it all plays out is downright insulting, down to the miniscule patches of darkness that you have to go back and rub before you proceed. This game is just so passe. I don’t remember the last time I’ve played a game this bankrupt on fresh ideas or simple fun. I’ve also never played a game whose title reflects the developers much better than the product itself.
Edit: Out of morbid curiosity I finished the game. I can't believe how bad the ending is. I thought that the ending would lift the game up in a similar fashion as Journey and Abzu, but I was wrong. I knew that they would assume that I cared at all about the eagle, but I didn't know that that was going to be the main conceit of the ending. My review also neglected to mention the lack of a health bar, which worked in Giant Squid's previous game, but it siphons any stakes from the boss fights in this game. It's not like simply placing a health bar into the game would make it any better though, as every boss is insultingly easy after you learn their patterns. For some reason, the final boss has the most evergreen patterns in the game. Once you beat his first phase, you will have a hard time failing. This is probably the worst game I've played since Outlast 2. It's a Frankenstein's Monster of good ideas from other people, but with none of the tact to bring it back to life.

Reviewed on Jul 25, 2021


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