Saturnalia Game Review
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The indie scene has shown that adventure games can be made in many different ways. To make the player feel a certain way, different kinds of stories and different ways to play can be used. It seems like there is no longer a clear model for the genre at all.
Some adventure games, like Scorn or Stray, try to be as immersive as possible and have simple ways to play. Saturnalia goes in the opposite direction and focuses on elements that are made by a computer program and custom-made characters with special skills to tell its story.
Saturnalia doesn't have enough to offer besides unique gameplay in a genre that is usually too simple. Santa Ragione also chose to have a visual style and sound design that were the most cutting-edge and went against what people would expect. What can people expect from this adventure game that is trying new things? Find out in our review of Saturnalia!
The first thing that people will notice about Saturnalia is that it looks very strange. Still pictures don't do it justice; the graphics in this game look like they breathe, move, and shake at the same time. At any given time, there are a lot of post-processing effects and shaders that are being used.
Saturnalia looks like a kaleidoscope of colors because of all the effects going on at once and the painterly textures and rough, scratchy linework all over the world. Everything looks like it came from another world, and the strong contrast between light and dark makes the game feel intense.
The creators did something very bold and maybe even controversial when they made every character move in a fast, jerky way. The effect shows how different the framerates are. The game itself runs at 60 fps, but it looks like the characters are animated at a much lower rate, maybe 15-20 frames per second.
Saturnalia tries to make people feel like they are in a dream they can't quite remember. For some gamers, this might be hard on the eyes. It might give you a headache to watch the characters constantly jump around as they glide through different areas.
This creative choice will definitely divide players, but it goes a long way toward making Saturnalia feel different from any other game. Because they are jerks, characters are rude. When the monster appears, it resembles every photograph of a bigfoot ever taken.
When the action picks up, the horrible blur of chaos adds another layer of nightmare-like evil to the scene. Sightings make you feel like a kid again, sneaking around your house late at night. You think you see something when a dark spot moves into your field of vision.
The strange music in Saturnalia goes well with the way the movie looks. The music has a lot of old-fashioned Italian folk elements. The main theme's soft, airy vocals are especially hypnotic. The maracas start to sound scary when they are played by the strange creature.
How does Saturnalia work? It has so many different sounds and visuals that make it stand out. Saturnalia isn't like most horror adventure games, it seems.
The story is about four main characters and what they do in the small Italian town of Gravoi in the year 1989. Paul, the village's photographer and long-lost son, can stun the monster and take pictures of important clues.
Sergio, the recovering addict, wants to end things with his gay partner and has a cell phone with him. Claudia is the youngest and the only one who can fit through small spaces that the others can't. She is also trying to find out what really happened to her aunt, who seemed to kill herself.
Anita is the last playable character. She is a geologist who is very pregnant and has cheated on her husband. She is the only character with a map. Players start with only Anita, but as they progress, they gain access to the other characters, and each of them has very low stamina.
All of these characters have their own stories, but they are all tied together by a larger plot. The ending depends on who gets out alive, which is not a given.
When the monster comes, they can only protect themselves by running away or hiding. There aren't many matches, and even Paul's camera needs film, which is in short supply.
If the thing gets close, death comes quickly. When all four main characters die, the layout of the town changes. This is how the "rogue" gameplay element works, and it's why it's so important to know how to move around in Saturnalia.
Even though Anita has a map, there is still a lot of doubt about where they are. It's like you've been there before, but things feel different. Some things are always there, like any shortcuts you find and use.
A chart makes it easy to keep track of how each character's story is going, and talking to them is the only way to switch between them. Saturnalia sometimes reminds me of the Lost Vikings series, which were character-driven puzzle games in which everyone had to work together.
Since each character has their own story and the dialogue system changes based on what you look at, each person's story will go in a different direction. This loose way of telling a story can get confusing because there isn't much direction.
You can find important information but not understand it if you don't know what it means. This can happen with a character that doesn't matter, and it can also lead to interesting situations in which characters don't tell each other things they should.
Saturnalia is a very interesting test. It could be amazing if it were better. Its biggest flaw is that the monster is too easy to avoid. The main characters may be tired, but their enemy is dumb.
The best things about Saturnalia are its beautiful art and music. The gameplay is an interesting mix of ideas that mostly work because the game is set up like a puzzle. The stories may be hard to follow, but Saturnalia is like nothing else.
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