Forever Ago: Video Game Review

The first part of this review is free from story spoilers for Forever Ago. The end of the spoiler-free section is clearly marked below.

Well, this is a rarity for me: reviewing a brand-new video game within just a few days of its launch! But Forever Ago had been on my radar for months, so I picked it up on Steam practically the moment it became available, and jumped in as soon as I had time to spare. That isn’t something I usually do; I like to wait for reviews and maybe a patch or two in most cases. However, something about Forever Ago seemed to speak to me when I saw some promo screenshots and heard its core premise… so I really did want to try it for myself as soon as possible.

Here’s the short version: I really enjoyed Forever Ago. It’s an intense and emotional experience; part “walking simulator” and part interactive movie, I guess, with a gorgeous art style that blends old-school 3D polygons with some truly stunning environments. It isn’t a “git gud” challenge; I suffer from arthritis which affects my hands and fingers, and I found nothing (intentional) in Forever Ago to be even slightly difficult. Some occasionally clunky controls and hit detection for points of interest, however, could use a little tweaking – more than once, I felt simply highlighting and clicking on an item or interactive moment was unnecessarily finicky or precise.

Key promo art for Forever Ago
Promotional artwork.

I also encountered one bug: at one point, the mouse cursor became stuck right in the middle of the screen and refused to budge no matter what I tried. It spoiled a cut-scene for me, and I had to go exit out of the game and re-start to clear the issue. Is it the worst bug I’ve ever seen in a game? No. But it shouldn’t have been there! And for a game with relatively few actual items to engage with or really, moments where you have to press any buttons at all… I think the stupidly finicky aiming/hit box detection needed to be smoother at launch.

Maybe those minor niggles can be patched out, though – and if they’re the worst issues with Forever Ago… well, they’re not exactly game-breaking!

Forever Ago won’t be right for every kind of player. If you’re someone who likes complex multi-button combos, intense difficulty, a lot of combat, and such like… a walking simulator/narrative adventure might not be your kinda thing. However, if you want a deep and emotional story – and you either like this kind of slower-paced gameplay or think you could overlook it once in a while – then give Forever Ago a shot.

Promo screenshot for Forever Ago
The road trip.

The story told here is mature, emotional, and intense – and it reminded me more than once of a close family member who’s no longer with us. A story about grief, loss, and trying to come to terms with something truly heartbreaking and impossible to move past was at the core of Forever Ago. Even if you’ve never lost someone close to you, and even if you’re a generation or three younger than the game’s protagonist… I still think the story is so incredibly well-told as to be relatable.

My playthrough of Forever Ago took just under four-and-a-half hours (including the one bug-induced reset I mentioned). And for a game of that length, I feel Forever Ago is priced fairly. At time of writing, Steam offers a 10% discount on Forever Ago, making it even better value than its $20/£16 RRP. I believe Forever Ago is also on Xbox Game Pass, so that could be a great way to experience it if you’re a subscriber.

Screenshot from the Forever Ago trailer
Alfred in his van.

I’m happy to recommend Forever Ago to anyone who wants a slower-paced game, a walking simulator, a narrative-driven, linear adventure, or an emotional story. When people say that “video games can be art” – a statement I wholeheartedly agree with – well, it’s games like Forever Ago that we can point to. This game won’t be for everyone… but I think it’s a story well worth experiencing, and one where the interactivity adds something meaningful to the experience.

If you stick with me to the next part of the review, I’ll talk about Forever Ago’s story and characters in a bit more detail. If you want to go into the game un-spoiled, here’s where to nope out! But I hope you’ll consider bookmarking this review so you can return to it once you’ve beaten the game.


A Spongebob-themed spoiler warning.

This is the end of the spoiler-free section. There are narrative spoilers for Forever Ago from here on out.

Earlier this year, I reviewed another of these indie narrative-driven games: Mixtape. And I said then that that game gave me “the feels” in a way I wasn’t expecting; transporting me back in time to my own coming-of-age moment, my own teen years, and the ’90s. I had a wonderful time with Mixtape – and Forever Ago feels comparable in many ways, despite very clear differences in, if nothing else, the age of the protagonists.

I’m not as old as Alfred – not yet, anyway! But he was so well-written by German developers Third Shift that he became instantly relatable. And just like Mixtape had done earlier in the year, I was transported to Alfred’s world… going along for the ride as he undertook a grief-driven road trip to fulfil a promise to his recently-deceased wife, Audrey.

Screenshot from Forever Ago showing Alfred
Alfred is the game’s protagonist.

Here’s where the personal connections hit me.

My grandmother’s name was Audrey, and that name has always had a connection with her – even though she’s long since passed away.

When my father learned that he was terminally ill (he suffered from a condition called pulmonary fibrosis), he went on a series of trips not unlike Alfred’s – visiting old haunts, places from his youth, places he and my mother had spent time, and just places that held meaning to him or that were important in his life. And although that isn’t exactly the same as what Alfred’s doing in Forever Ago… that’s where the story took me. I felt echoes of my father in Alfred – though my father would’ve been a good ten or twelve years older than Alfred, based on the game’s dates! Still… it made the game that much more poignant and emotional for me.

Screenshot from Forever Ago showing Alfred's van breaking down in the desert
The road trip.

The best works of fiction – whether they’re games, novels, films, or anything else – bridge those gaps between the story and the real world, and I felt, from almost the first moment, a very real connection with Alfred because of what I’ve been through with my own bereavements, and because he reminded me a lot of my father when he undertook comparable journeys to places that meant something to him. And I really value that experience – an experience I wouldn’t have had were it not for Forever Ago.

Because it’s a video game, with Alfred as the protagonist, and because the player – assuming the role of Alfred – gets to make some choices along the way, I think Alfred’s story is enhanced. The interactive element that *only* a video game can offer genuinely makes this story deeper, richer, more immersive, and more intense. Simply watching a compilation of cut-scenes won’t give you that same feeling – I’m about as certain of that as it’s possible to be. And, as I said above, games like Forever Ago are exemplars of the “video games as art” concept; it’s a game that uses its interactivity to enhance and deepen its storytelling.

Screenshot from Forever Ago showing Alfred at a ticket machine
Alfred buys a ticket…

What I appreciated the most about Alfred’s story was that it was ultimately one of hope.

Alfred begins the game genuinely angry – short-tempered, quick to shout or get upset, and still in a very early stage of grief. And that characterisation can feel genuinely uncomfortable during those early scenes; Alfred treats a waitress and a shop worker unkindly – though not out of malice, and with understanding built into those moments. But as the story progresses, and as he meets new people, gains new experiences – and gains a companion, too – he softens. Alfred comes out of the story a changed man with a new outlook – and having processed his grief while still carrying the love and memories of Audrey with him.

Alfred is presented as an imperfect man – not an anti-hero by any stretch, but a normal, flawed, and deeply *human* character. Many stories can gloss over a protagonist’s less-desirable qualities, but Forever Ago leans on Alfred’s imperfections to make him feel well-rounded and relatable. A worse story might make a character like Alfred come off as unlikeable – but again, I think the interactivity helps so much here. Players are put in Alfred’s shoes, not merely told that he’s the protagonist. Again, Forever Ago uses the medium of video games to great effect.

Screenshot from Forever Ago showing Alfred's anger at Milton
Alfred could be angry and short-tempered in the early part of the story.

Anyone who’s ever lost a loved one can find something in Alfred that’s relatable, I think. I’ve never been in the exact same position – losing a spouse. But I’ve suffered bereavements – friends as well as close family members – and I definitely felt that the way Alfred was written truly conveyed a sense of grief and loss in a way that many other stories have tried and failed to do. This didn’t feel like a sanitised, Hollywood story; an upbeat take on a man discovering how to move on with his life. It felt realistic… it felt intensely human.

The same was true, to a lesser extent, of the game’s secondary and side-characters. Audrey, like Alfred, was presented as imperfect and realistic without leaning into melodrama. And her story of coming to terms with dying – and the intense feelings of unfairness and despair that came with it – was, again, incredibly relatable and hit close to home. Audrey and Alfred didn’t come across as this perfect couple – but their arguments and disagreements didn’t cross a line into unrealistic high-stakes drama, either. Given the game’s short runtime, getting this kind of nuance into these characters is no mean feat – it’s something that even big-budget feature films have struggled with in the past.

Screenshot from Forever Ago showing Alfred and Audrey in a flashback
Audrey with Alfred in a flashback.

Alfred’s standoffish persona was slowly broken down by his canine companion – I named her “Muffin” in my playthrough, though I like that you get a few different options here! And I think the game has something meaningful to say about pets, and how pets can help us through even our worst struggles or lowest moments. Muffin was such a sweet little rascal, and the bond she developed with Alfred over the course of their travels together was… well, it was just incredibly sweet.

When Muffin ran away, right at the end of the game, I was truly invested in Alfred finding her! Not since a horse in Red Dead Redemption II have I felt such a strong bond between a character and their animal in a video game – if you know, you know! But when Alfred set off into the snow to find Muffin, I was on the edge of my seat. I didn’t want the story to end that way – not for Alfred and not for Muffin, either. That moment was the most tense in the game by a long stretch, and I was overjoyed at their reunion.

Screenshot from Forever Ago showing Muffin the dog
Muffin the dog!

Forever Ago has a fantastic soundtrack. The importance of the song The Green Green Grass of Home was conveyed through a flashback to Alfred’s proposal, and the song – which Audrey said had been “haunting” them on their trip – made several reappearances at key moments. But the rest of the music, composed by Clark Aboud, was pitch-perfect. It elevated emotional sequences, set the tone for lighter moments in the story, and felt in keeping with Alfred’s age and the kind of story the game wanted to tell.

With the exception of the bug and finicky controls I mentioned above, I really enjoyed Forever Ago’s art style and graphics. It felt both like a throwback to an earlier generation, in some respects, with its polygonal style for Alfred and other characters, but also artistic and beautiful in its environments. The vignettes, created and framed by flowers and flower petals, made for a creative visual effect, too.

Screenshot from Forever Ago showing petals
Discovering petals leads to optional little vignettes.

Alfred’s dream (or nightmare) sequences were also very creative from a visual and auditory standpoint. Again, the flower motif was present, symbolising Alfred’s connection to Audrey, but the darkness and the confusing visuals – broken pieces of a house, stairs that seemed to be too long, and rooms and doors that seemed to appear from nowhere all came together to be both unsettling and understandable at the same time. Going through those dreams with Alfred – seeing the inner workings of his mind in a literal sense – added a lot to his characterisation, too.

Aside from Audrey and Muffin, Alfred spent time with – and got to know – Sam and Charlie in particular, and both of these characters seemed to help him on his journey. Sam did so in a very literal sense, saving his life, repairing his van, and giving him a place to rest. And Charlie, as someone closer in age to Alfred, was perhaps someone he felt it a little easier to talk to – and by this point in his journey, Alfred was more willing to accept an offer of companionship.

Screenshot from Forever Ago showing Charlie and Luke's intro
Meeting Charlie and Luke.

In terms of interactivity and gameplay, here’s what I’ll say. Compared to a game like Mixtape, which I’d put in a similar genre or category to Forever Ago, this was the less-interactive and less-interesting option. Mixtape had a variety of basically mini-games, each of which genuinely played differently from the others. Forever Ago has its camera and photography mechanic, but almost every other part of the game just involved walking and occasionally pressing a single button to interact with something, discover a memory, or prompt a line of dialogue.

I personally don’t have an issue with that – I *like* and appreciate diversity in the games I play, and I don’t think one game needs to play like any other. For the kind of game it is, and the story it’s telling, Forever Ago’s minimalist approach to gameplay is just fine! But for the folks who criticised Mixtape for its lack of interactivity… well, Forever Ago doubles down on that even more. As I said above: it won’t be right for everyone because of the kind of game it is.

Screenshot from Forever Ago showing the drum fingers prompt
Press the buttons to tap your fingers on the steering wheel!

The core photography mechanic was a lot of fun, though – and I appreciated being able to use the camera freely for most of the game, even though the number of photos in each area was limited. I genuinely had fun lining up shots and framing pictures exactly the way I wanted them; I even got upset when Alfred accidentally scared off a bird I was hoping he could photograph! The photos – and the choice that the player is given for how and when to take them – go a long way to personalising the Forever Ago experience; no two players will have the exact same playthrough because the photos Alfred takes will be different every time.

I was trying to think of other games that choose to have a deliberately older protagonist… but I can’t call many to mind. Forever Ago feels unique and different as a result – putting players into the shoes of a man in his seventies as he goes through this story is something few other titles have attempted in the past. And despite what I just said about the relative lack of interactivity, it’s because Forever Ago is a video game – and not a movie – that we relate to Alfred in the way that we do. We quite literally walk a mile in his shoes – we point his camera, name his dog, explore the environments and see them through his eyes.

Screenshot from Forever Ago showing a selfie
Alfred takes a selfie.

Although Forever Ago tells a story all about a man and his memories, it doesn’t come across as wallowing or leaving Alfred stuck in his grief. Alfred has to accept that he can’t get Audrey back; he can’t undo any of the fights they had or the angry words they said to each other, either. And in the course of coming to that realisation, Alfred goes on an adventure. It’s an adventure that takes him back to some of the places he and Audrey had been, but the experiences he has in each one are different – and he encounters new friends and companions along the way.

Again, I think a worse story would’ve felt… self-pitying, perhaps, or like Alfred was just lost in grief. But because Forever Ago was such a carefully-constructed and well-written narrative, Alfred’s journey never feels anything other than relatable and realistic.

Screenshot from Forever Ago showing Alfred in the dream world
The dream/nightmare environment.

The game also hammers home that the world is ever-changing – and that sometimes, reliving or recreating the past isn’t possible. Alfred’s journey arguably begins with that revelation: the gas station proprietor who he remembers has retired. And as his journey continues, he encounters a motel being renovated, a diner that’s completely transformed and modernised, a theme park that’s closed down, and even a lighthouse that’s closed due to the weather. Alfred feels *old* in some of these moments – the world is moving on and changing, and the places he and Audrey once visited have been utterly transformed.

In that sense, the game is making a point about memory and about nostalgia. Alfred can physically return to some of these same places – the places he’d travelled with Audrey when she was alive. But the places themselves are not static; they’ve changed and been redeveloped. And those memories – whether they’re happy, painful or both – can’t be completely relived.

Screenshot from Forever Ago showing the journal
Alfred and Audrey’s journal.

I’m glad that Forever Ago got an epilogue. You *did* stick around after the credits for the epilogue, right?!

As Alfred returns home, having survived his adventure, he seems happier and more settled – and even though he clearly still misses Audrey, he’s changed. The angry, short-tempered man we met at the beginning of the story is gone, and – thanks, in part, to his new canine companion – Alfred is beginning to rediscover his life.

I also appreciated that Alfred seems to have reached out to at least one of the people he crossed paths with on his journey – Milton, at the gas station – to apologise for the way he spoke. That was something I put in my notes, that I wanted to see Alfred try to apologise for that, and I’m glad that he did. Again… it humanises him, makes him feel more like a real person, and although we as the audience understood where such outbursts came from, it’s still something that a decent person – which Alfred clearly is – would want to make amends for.

Screenshot from Forever Ago showing the note in the epilogue
Alfred in the epilogue.

So that was Forever Ago. A game about loss, grief, and a journey to fulfil a promise. But also a game about hope, about preserving love and a person we’ve lost while accepting that it’s okay to have new experiences without them. And perhaps a game that recognises the importance of pets and the love we have for our furry companions, too! I had a wonderful time with the game… even when it hit close to home.

I couldn’t recommend Forever Ago to everyone – but at the same time, it’s the kind of story, and the kind of video game, that I’d hope all kinds of players will try out. Narratively, Forever Ago has a lot to say about grief, memory, love, and loss, and I also think it’s a fantastic example of how video games as a medium can be used to tell intense, emotional stories that wouldn’t come across in quite the same way without that interactive component. There’s a lot to love here… and I really hope that Forever Ago is finding its audience.

Screenshot from Forever Ago showing the lighthouse overlook
Forever Ago is a great game.

If you missed my review of Mixtape earlier this year, I hope you’ll consider checking it out. You can find it by clicking or tapping here. Despite some major differences, the games are similar enough that if you’re a fan of one, you may very well be interested in the other! And, weirdly, both involve characters visiting abandoned theme parks!

I have plans to review a couple of other titles in a similar space in the weeks and months ahead – so stay tuned for that!

Thanks for joining me this time, and I hope you’ve found my take on Forever Ago to be interesting. I rarely jump into games on day one, but this had been a title I’d been looking forward to for a while, so I was happy to make an exception for Forever Ago. Thanks again… and happy gaming!


Forever Ago is out now for PC, PlayStation 5, Nintendo Switch 2, and Xbox Series S/X. Forever Ago is the copyright of Third Shift and/or Annapurna Interactive. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Melody’s Escape 2: Video Game Review

Over the past few days, I’ve been having a lot of fun with a game I didn’t even know existed until recently: Melody’s Escape 2. Long story short, I was looking at a bunch of different rhythm games and music visualisers; something that would work with the MP3s that I’ve accumulated over the past quarter of a century or so. And, especially after having a blast with the music-themed game Mixtape a few weeks back, I was on the lookout for something to make my music… a bit more interactive.

If you owned an original Xbox back in the day, you might remember ripping music CDs to the console’s internal hard drive – a console with a hard disk was unique at the time – and then listening to music while playing your favourite games. Some titles, like the Xbox releases of Grand Theft Auto III and its sequels, even had dedicated in-game ways to incorporate your own music into the experience. I’d love to see something like that in, say, Cyberpunk 2077 or the upcoming Grand Theft Auto VI, by the way!

But we’re already veering off-topic, aren’t we?

Screenshot of Melody's Escape 2 showing gameplay
Melody’s Escape 2.

Melody’s Escape 2 is a pretty basic game, I guess. Visually, you have a single character who’s pretty much the definition of a blank slate, made up of little more than a few slabs of colour. And all you really do is press one of four buttons on cue – think Shenmue’s QTEs, but lasting the length of an entire song, and you’ve got the concept. But there’s something mesmerising about the game, and about experiencing my favourite songs in this different way that I just… well, I can’t put it down!

While admittedly quite simple, the game’s environments are visually beautiful. The sky is my favourite; there’s something almost ethereal or otherworldly about running through the clouds, but the grass and ocean are pretty, too. And Melody herself (I’m assuming that’s the name of the “character” in the game, anyway) has a surprising amount of personality, despite her basic, faceless design.

Screenshot of Melody's Escape 2 showing Melody
Hi, you must be Melody.

I love a game with customisation options, so being able to choose Melody’s hairstyle, outfit, and colour scheme – and change them at will, too – is a bit of fun. And I like that there are free downloads via the Steam Workshop to add new and different ones, too. Sure, there’s not a *ton* of customisation, but it seems like Melody’s Escape 2 has a community willing to dedicate time to adding more cosmetic content, and there’s a very detailed and well-written modding guide from the developer.

And yes: that’s “developer,” in the singular form, because – just like another game I’ve covered, Banished – Melody’s Escape 2 is made entirely by one individual! Belgian developer Loïc Dansart is the man behind Icetesy, and is responsible for both Melody’s Escape 2 and its predecessor from a few years ago. I love indie games, and I’m *always* stunned to see what one single dedicated developer is capable of creating.

Screenshot of Melody's Escape 2 showing the cosmetics menu
Cosmetic options.

The same thing that appealed to me all those years ago – when I ripped some of my favourite CDs to my Xbox or ported my MP3 files into The Sims – is exactly what Melody’s Escape 2 gives me. Being able to rock out to my own music, or kick back with a slower-paced track, but via the medium of interactive entertainment. I guess that’s also what some folks liked about games like Guitar Hero; that sense that you’re not just a passive listener, but somehow participating in the music.

As someone who’s disabled and doesn’t get out much, least of all to something like a music concert or a nightclub, that’s not a feeling I get very often! I’m not particularly musical; a few piano lessons as a kid and an abortive attempt to learn to play the guitar are about all I can claim in that regard – as well as a D grade in my Music GCSE! But I’ve always found music to be incredibly powerful and emotive, and the right song still has the power to take me away – perhaps to a fantasy, or to a memory long buried.

Screenshot of Melody's Escape 2 showing the sepia colour scheme
A sepia colour scheme.

I guess you could make the argument that games like Melody’s Escape 2 – and yes, there are other titles offering comparable experiences – are designed for people who don’t have the attention span to just sit and listen! That these games are made for ADHD sufferers who need to be constantly stimulated. But… that’s not how it feels to me, anyway. And even if that were true, well… if someone struggling with a mental health condition or who can’t concentrate now has a way to help them enjoy music, why should that be a bad thing?

Melody’s Escape 2 also offers a challenge for people who want to “git gud” in the form of an “Intense” mode. That basically amounts to more buttons to press more quickly, and – as someone with arthritis – it’s something I haven’t even tried because I *know* I’ll be atrocious at it! But it’s worth being aware of that if a challenge is what you’re after, I guess. There’s a custom difficulty setting, too, for folks who really want to tweak the experience.

Screenshot of Melody's Escape 2 showing difficulty options
There are a range of difficulty options.

I have quite an eclectic taste in music, so I tried out a bunch of different tracks in Melody’s Escape 2. In terms of gameplay, I found that tracks with a strong, consistent bassline or drumbeat were easier to play than tracks which had bigger variations in tempo, long instrumental solos, or that jump around a lot. However, Melody’s Escape 2 isn’t limited to a single genre, or even up-tempo songs; I had just as much fun with slower songs as I did faster ones, and even instrumental tracks work well. So if you think the game wouldn’t work just because you don’t like heavy metal or trance-pop… don’t let that stop you!

I guess poor Melody – who’s modelled after a young, fit woman going for a run – probably wasn’t wild about some of my song choices! I mean, the last time I found a playlist I liked online, it was called something like “Grandad Rock.” Rude. But like I said, there’s something fun and relaxing about experiencing my favourite songs in this new way, so Melody’s stuck with me for the foreseeable future!

Four screenshots of Melody's Escape 2 showing song choices
The game works with all kinds of music – not just modern pop or rock.

This isn’t my usual kind of game. But at the same time… I like finding these “cozy” experiences, and for me, that’s exactly what Melody’s Escape 2 is. It’s been great fun to run along these little obstacle courses with Melody, trying to hit the buttons in time to the beat of some of my personal favourite songs. I like that I can choose literally any song, and I’m not limited by a game’s soundtrack or a publisher’s licensing deals. And experiencing music in this more interactive way is just… soothing.

Melody’s Escape 2 also has a couple of visualiser modes – one where the game literally plays itself in time to any song of your choosing, and another that seems to work a bit like the old Windows Media Player skins from years gone by. I haven’t played around with those very much, yet, but it’s nice to have further options should I ever need a break from the obstacle course-QTE game!

Screenshot of Melody's Escape 2 showing gameplay
Soaring through the clouds…

So that’s all for today. I’ve been having a lot of fun with this unexpected little title, and I just wanted to share my thoughts. If you like rhythm games, music games, or just want a new way to experience your favourite songs, it’s a title I’d happily recommend. The only caveat is that you have to own your own music; you can’t stream from sources like Spotify or YouTube directly into the game. But if, like me, you still haven’t made the switch to streaming, or you’ve accumulated a back catalogue of MP3s over the years… Melody’s Escape 2 gives you a new way to experience those songs.

I hope this has been interesting. Melody’s Escape 2 is something a bit different for me – but at the same time, it reminds me a lot of playing games on my PC with custom soundtracks or ripping CDs to my old Xbox console. That desire to bring my own music into my favourite games has been present for a long time, I guess, and just being able to listen to music in a different, calming, yet more interactive setting is a lot of fun.

Thanks for reading… and happy gaming, friends!


Melody’s Escape 2 is out now for PC. Melody’s Escape 2 is the copyright of developer/publisher Icetesy. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

1666: Amsterdam – My Thoughts on the Prologue

A spoiler warning graphic

Spoiler Warning: Beware of spoilers for the prologue to 1666: Amsterdam.

Isn’t it great that free demos are coming back in such a big way? Demo versions of games used to be ubiquitous; you’d even get free demo discs with certain gaming magazines back in the 1990s and 2000s! Having recently tried the demo version of Star Trek: Outposts Unknown, I’ve just finished playing my way through the “prologue” to the upcoming horror-fantasy game 1666: Amsterdam.

And you know what? I had fun.

Horror isn’t usually “my thing,” which is something I’ve said many times here on the website! But horror and horror-adjacent titles can still be enjoyable for me if they’re done well (and they aren’t overly reliant on cheap jumpscares or excessive gore). Despite mages and wizards being stock fantasy characters – especially in the realm of video games – witches haven’t been quite so common, if you stop to think about it. So a game that dips its toes in the world of European witchcraft seemed… interesting.

Screenshot from the demo version of 1666: Amsterdam showing the player arriving at a coven
Arriving at a witches’ coven.

I’m always going to have my curiosity piqued by titles that look to offer some kind of different experience; something I haven’t necessarily played before. And while, in strict gameplay terms, 1666: Amsterdam didn’t feel all that special, its narrative – and its time-bending story involving a secret witchy cult – definitely fits the bill!

Obviously, gameplay matters in a video game. And we’ll get into a couple of specific gameplay gripes in a moment – because 1666: Amsterdam’s prologue has definitely highlighted a couple of areas where improvement is needed! But, broadly speaking, I come to a title like this to be engaged by a strong narrative, and the fact that, even after barely half an hour of gameplay, I feel compelled to return to this world and uncover the next chapters of the story? That’s a good sign!

Screenshot from the demo version of 1666: Amsterdam showing Clio and the professor
Cilo and the professor.

Let’s get the negatives out of the way first.

There were a couple of moments in the prologue where I felt some refinement to the controls was needed. On a couple of occasions, you’re steering two people at once – one supposedly following another, and then later, a couple holding hands. Although an interesting riff on the “follow the NPC” idea *in theory*, I just wasn’t wild about how this worked in practice. Having to steer two characters through some occasionally narrow doorways or staircases using just one control stick just… I dunno. If it’s a small part of the game, I guess I could overlook it. But it felt clumsy, and I wasn’t sold on this method of circumventing the old “follow this important character” cliché.

Secondly, there were two moments where button-prompts either didn’t appear at all or didn’t appear in time. The first “puzzle” – if we can call it that – in the prologue involved finding a specific book on a specific shelf, but even after locating the correct shelf, the prompt to search for the book didn’t appear at first, leaving me wandering aimlessly around the library wondering what I’d done wrong. Secondly, in the section where you play as a cat, my cat-character got stuck on a log, unable to jump down for a minute, because the button prompted me to jump onto a log… but the prompt to jump down again didn’t appear.

Screenshot from the demo version of 1666: Amsterdam showing a button prompt
One of the places where a button prompt went missing.

As I said in my last look at a demo version, this is a game’s chance to make a *good* first impression! Bugs are to be expected in a game which is still being developed, and I understand that game development isn’t easy. Feedback from players can also be important. But a demo version should be polished… and the level of polish, at a couple of points, was imperfect.

That being said, nothing I encountered prevented me from progressing to the end of the prologue, for which I’m glad!

There was no combat in the demo, so I can’t say whether 1666: Amsterdam’s combat encounters will be fun, but from what I’ve managed to glean from the short teaser at the end of the prologue, it looks comparable to something like last year’s South of Midnight – third-person combat with some magical witchy powers in the mix. Combat may not be the biggest part of the game, with puzzles, exploration, and advancing the story clearly having big roles to play, too, but as long as combat is competent, I’ll be satisfied.

Four stills from the 1666: Amsterdam trailer showing combat
Combat, as glimpsed in the trailer.

I love games where you get to play as a cute kitty cat – two of my favourite titles of the last few years have been Stray and Little Kitty, Big City! And black cats are absolutely adorable; my own cat has black fur. Despite what people say about bad luck or evil spirits or whatever nonsense… black cats are cute! So any game that gives me a black cat – either as a companion or, as in this case, as a playable secondary character – I’m gonna be happy.

Choosing which “personality” the cat will have was also an interesting element to the game, and while it didn’t mean much in terms of the demo, I expect it’ll matter a lot more in the full version of 1666: Amsterdam. There seemed to be half a dozen or so cats to choose from, and the little descriptions they were given hinted at different abilities. There might be some different lines of dialogue, or even completely different side-missions, as a result of these choices.

Four screenshots from the 1666: Amsterdam demo showing cat choices
Choose your furry feline friend!

I don’t know, at this stage, whether a game like 1666: Amsterdam will have a lot of replayability. Some games offer branching narratives, or gamplay that’s so varied that coming back to it can feel like a completely new experience. Others are much more linear. If I had to guess, I’d say 1666: Amsterdam will probably have quite a linear narrative, but that there may be ways to shake up the combat or puzzle-solving, depending on certain choices. I don’t object to that at all – I love a good linear title. Indika, which doesn’t feel a million miles away from 1666: Amsterdam, as they’re both third-person, horror-adjacent historical titles with female protagonists, is one of my favourite games of 2024, for instance.

Time travel can be difficult to get right in any work of fiction, and having two (or perhaps three) time periods on the go simultaneously can feel confusing. For my money, though, the prologue to 1666: Amsterdam seems to have done this side of its story quite well. It was actually quite nostalgic to step back to Millennium Eve and see all the decorations; I’m not sure if that moment has ever been recreated in a video game like this. Certainly not one I’ve ever played! But it did make me feel oh so old to see one of the game’s playable characters – a woman in her mid-twenties – who was presumably born *after* the turn of the millennium!

It was weirdly nostalgic to go back to Millennium Eve…

The story of a “Collector” intrigues me. And I think it’s a testament to the strong storytelling present in the prologue that I really want to learn more about this world and unfold this story. That’s what a demo version for a game like this is supposed to do, I suppose! But it definitely roped me in, and I can feel my interest for the game starting to build. When it releases in full – potentially sometime next year – I’ll definitely be checking it out.

The studio behind 1666: Amsterdam is Panache Digital Games, who you might be familiar with from 2020’s Ancestors: The Humankind Odyssey. I didn’t play that game, which received mixed reviews upon release, but it was another game with a unique concept, I guess. Patrice Désilets, who was the creative director behind Prince of Persia: The Sands of Time and the first two games in the Assassin’s Creed series, is the head of Panache Digital Games. With Assassin’s Creed supposedly also working on a witch-themed title (Hexe), comparisons may be inevitable when the two games launch!

Promo screenshot for 1666: Amsterdam
Aaron, the kitty cat.

1666: Amsterdam seems to be getting an “early access” launch later this year. But that’s not something that I usually dabble with, so I expect I’ll be waiting for the game’s full release before I jump in. Still, the prologue was interesting – and from the point of view of getting me hyped up for the title, a definite success!

I hope this has been interesting.

I like to check out demo versions when they become available, and a title like 1666: Amsterdam definitely feels like something a bit different right now. There are a couple of places where some additional polish is needed, but the game’s story feels genuinely compelling, and I really can’t wait to see it unfold. When 1666: Amsterdam gets a full release – which may be next year – I hope you’ll join me for a review.


1666: Amsterdam will launch in early access on PC in late 2026. A full release date and console launches have not yet been announced. A demo version, titled 1666: Amsterdam (Prologue) is available now on PC. 1666: Amsterdam is the copyright of Panache Digital Games. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Indika: Video Game Review

A spoiler warning graphic.

Spoiler Warning: Beware minor spoilers for Indika’s story – and major spoilers for the game’s world and mechanics.

I love seeking out games that feel unique – and if there’s one word I’d use to describe Indika, that would be it. This game is a mix of third-person puzzling, some platforming elements, a “walking simulator,” and some fun 2D platforming levels inspired by titles from years gone by. It’s a short but eclectic experience; a memorable game that I thoroughly enjoyed.

I beat Indika in a single play session – something I don’t think I’ve done with a game for quite a long time! So this is not an epic experience that’s going to last dozens upon dozens of hours… and that’s something to be aware of heading into it. However, unlike some recent titles, Indika is priced fairly. At £20 here in the UK (though I got it at a slight discount via the Epic Games Store) its price feels more than fair for the runtime it provides, and I will always credit publishers for recognising this!

Screenshot of Indika (2024) showing Indika.
The title character.

During my playthrough I did encounter a bug – just one, though. At one point, Indika got stuck in the environment partway through climbing onto a platform, and the only way around it was to restart the level. This highlighted something I don’t really appreciate: the lack of a free save system. Indika is generous with its checkpoints, sure, and the only other time I died I didn’t have to go all the way back to the beginning or anything. But… being able to freely save is a pretty basic feature, and even in a game as short as Indika there’s really no reason not to incorporate it.

But that’s basically all of the negatives out of the way!

Indika is a narrative experience as much as a “game” – there are entire sections where the only thing you’re required to do is walk from point to point. There are side-rooms to explore and a few collectables to pick up – which are worth finding, if for no other reason than to appreciate the design work that went into making them – but much of the game unfolds like this. I can see some people finding that “boring,” and while such things are subjective, for me I enjoyed this slower pace.

Promotional screenshot of Indika (2024) showing Indika walking on a snowy path.
There’s quite a bit of walking in this game.

Despite the way the game seems to present itself at first, this isn’t a “horror” title – not by my definition, at any rate. There are some creepy and unsettling elements for sure; a game where the player character speaks to a demonic entity is gonna have that! But in terms of frightening moments or jump-scares… there really weren’t any. And that’s coming from a total scaredy-cat who’s easily frightened!

What you get with Indika’s narrative is a lot of philosophy – the age-old debate about God’s existence. And maybe you’ll say I’m projecting my own biases here, but I felt Indika came down firmly on the side of atheism. Despite being a nun, the protagonist is clearly struggling with questions of faith, and her mental illness – which is how I’d interpret her hallucinations – is preventing her from fitting in with her fellow nuns at the convent. Having encountered a runaway convict, Indika bounces her ideas about God and the problems of omnipotence and evil off of him. These conversations were genuinely interesting.

Promotional screenshot of Indika (2024) showing Ilya and Indika.
Ilya and Indika had some interesting philosophical conversations.

Both of the main characters – and Indika’s companion, too – felt fleshed-out, and they seemed to fit the world they inhabited. We got to see really interesting glimpses of pre-First World War Russia, a country struggling with industrialisation and the challenges that it brought. Indika’s convent felt like a place unchanged by the passage of time, but the world she stepped into was one of steam trains, factories, and industrial danger. The world could feel bleak – its wintery setting definitely adding to that tone – but never empty. I loved crunching through the snow during the outdoor sections!

There’s something about snow in video games that I just really enjoy. Seeing Indika and Ilya leave footprints was a nice touch, too. While the snow isn’t at the same level as a title like Red Dead Redemption II, it isn’t a million miles away. And considering this game was made by a much smaller team with a lower budget… I think it’s pretty fantastic the way it’s turned out. In the west, we tend to associate Russia with freezing winter conditions – even though, of course, the country has three other seasons – so in that sense, the snow also felt on theme!

Screenshot of Indika (2024) showing the title character.
Indika outside of the convent.

One of the projects I chose when I was studying history at university was the history of colour photography. Among the earliest surviving colour photographs were taken in the late 1900s and 1910s by Sergey Prokudin-Gorskii – a Russian photographer who was commissioned by the Tsar to take colour photographs across Russia. I immersed myself in Prokudin-Gorskii’s photographs while working on my project, and I was fascinated by this glimpse into pre-Communist Russia. I know folks say black-and-white photographs feel atmospheric, but there’s something about colour that’s just so much more real!

I bring this up because I felt echoes of Prokudin-Gorskii’s photographs in Indika. The convent, some of the wooden houses and buildings, the dirt roads… I remember seeing all of those things in those photographs. The juxtaposition between massive imposing religious buildings made of stone and adorned with gold and bright colours with small, wooden houses in which everyone else lived… it’s striking. And you can see why, in years gone by, people would be drawn to churches and cathedrals. For my money, developers Odd-Meter did a great job recreating this bygone era in video game form, and it brought back memories for me of working on that university project and exploring the forgotten world depicted in those photographs.

Collage of ten Prokudin-Gorskii colour photographs, depicting a variety of scenes in Russia in the 1910s.
A selection of Prokudin-Gorskii’s photographs of Russia, circa 1909-1915.

For a game that was – mostly – an intense, philosophical narrative experience set in a realistic historical setting… Indika blended in some very “video-gamey” elements! Its pixel art font – used in menus and the levelling screen – was a real throwback, as were the way points were collected in-game. Points appear in front of Indika when collecting items in the game world or lighting candles – but they appear as big, glowing, pixellated blocks. They reminded me of something out of the 8-bit era, and that was clearly a deliberate choice. It added to the surreal nature of the game, and I think it worked exceptionally well.

Then there’s the game’s soundtrack and… well, sound-scape might be a better term. There were some beautiful and haunting melodies created for Indika, but there were also some retro throwbacks that felt like something you’d have heard on an arcade machine in the ’80s! Again, it’s the surreal blending of the game’s detailed world with these modern/retro game elements that just… worked. It shouldn’t, and I think in a worse game it wouldn’t have worked. But here, the total clash between the world around Indika and these retro gaming visuals and sounds actually felt great. If the story is partially about Indika’s mental health, I kind of read the gaming elements as part of that. Part of her hallucinations – both visual and auditory.

Screenshot of Indika (2024) showing Indika recieving points.
Receiving points.

These tied in with some wonderful 2D platforming sections. Indika presented its flashback sequences in this retro pixel art style, which is something I found incredibly creative. It felt kind of like if a film or TV show depicted its flashbacks in black-and-white or sepia. It’s the game saying “these events happened in the past.” And what better way for a video game to depict the past than with older visual and gameplay styles?

These sections also provided a clear boundary between the present and the flashbacks, making them feel completely distinct. Although I described them as “2D platformers,” there was more to it than that. We got a Pac-Man-inspired section, running around a maze-like level, a multi-lap bike race, and two very different platforming sections. These all felt unique, with no single play style being repeated throughout the flashbacks. They were also some of the most technically challenging parts of the game – or perhaps my 2D gaming skills are just rusty! My arthritic hands don’t help, either, with sections requiring near-perfect timing of jumps! But I struggled through and got there in the end.

Screenshot of Indika (2024) showing the flashback bike race.
One of Indika’s 2D levels.

Depicting such intense sequences in this way was kind of an odd choice. Indika’s flashbacks tell a tale of the protagonist’s first romantic encounter – with a boy from a different culture, and it doesn’t end well. There were some light-hearted moments in these 2D levels, particularly near the beginning, but the story took a dark turn later on. And the pixel art, upbeat 8-bit music, and fun retro level design… it clashed with that. But as above, I think the clash is the point.

The 2D levels weren’t the only creative ones, though. Indika did some clever things with some of its 3D environments, too – including a series of rooms which rotated, having you walking on walls and having to move objects ways that don’t conform to the laws of physics! Some games have tried to show mental illness and fractured minds before, but there’s something so unsettling about walking into a room with absolutely no explanation, and no expectation that it’s going to be something different… only to realise it’s upside down, walking on walls… and with some kind of strange multi-limbed demon just out of sight.

Screenshot of Indika (2024) showing a 3D level.
This level felt especially creative.

Other 3D puzzles were more basic, akin to something you’d see in games like Uncharted. “Basic” is not a synonym for “bad,” and these puzzles – involving things like moving objects on a crane or using a ladder to bypass a locked door – were entertaining enough. None of them were especially difficult to solve, though I would point out that the game doesn’t hold your hand and just kind of drops you in the puzzles, leaving you to figure it out. As another hallmark of what we might call “old-school” game design – in a modern gaming landscape dominated by in-depth tutorials and the dreaded quest marker – I think I like this even more!

Then there were sections of levels that used different or interesting mechanics. Repeatedly rotating the control stick to wind a winch was interesting – and reminded me of some Nintendo 64 titles from back when the analogue stick was a brand-new invention! Then there was a moment where Indika had to balance on a narrow beam that gave me flashbacks to Shenmue II! If you remember that level… does it haunt you, too? Indika also gives you control over a couple of different vehicles, as well as some pieces of machinery, and there’s a couple of tense chase sequences, too. There’s a surprising diversity of gameplay styles on show given the game’s runtime.

Screenshot of Indika (2024) showing Indika balancing on a board.
Reminds me of Shenmue II…

I’d also be remiss not to mention Indika’s incredibly creative use of the protagonist’s hallucinations. Without giving too much away, at a couple of points in the game, Indika experiences a vivid hallucination, but can keep it at bay through prayer. Alternating between the hallucination and the “real” state of the world changes the level, and opens up different pathways to get from one end to the other. It’s a really creative mechanic that wasn’t over-used, and it worked exceptionally well.

So Indika was not the kind of game I would’ve ordinarily chosen. It’s a short experience (my playthrough clocked in at just under four-and-a-half hours, including the credits, a couple of deaths, and one 2D level that took a few attempts). But it was really interesting – a philosophical video game with a message about faith, God, and the way the world works. It was wrapped up in an interesting narrative about a renegade nun with a mental illness, and touched on how mentally ill folks can be treated and shunned by society. As someone with a mental health condition myself, I appreciated the message, the depiction, and how the game handled that side of things.

Screenshot of Indika (2024) showing one of Indika's hallucinations.
One of Indika’s hallucinations.

Russian developers Odd-Meter actually left the country during work on Indika due to the political situation there. But almost the whole team is Russian – there are Russian-language voice options available if you want to get more of an immersive experience.

I would absolutely recommend Indika. I had a blast with it, and I really can’t think of another game quite like it. As I said at the beginning, this was a completely unique experience, both narratively and mechanically. Maybe you think four-plus hours is “too short,” but again I would point to the game being – in my view, at least – fairly-priced for its runtime. We aren’t talking about a £75 title, here.

Promotional screenshot of Indika (2024) showing Indika in a factory.
Indika is a game I’ll happily recommend.

So I hope this has been interesting! I thought Indika had only just been released, but it actually came out over a year ago. I guess I’m a bit late to the party, but never mind! The game was on sale recently, at least on PC if you use the Epic Games Store. It could also be one to wishlist ahead of the big Christmas sales, because it might drop in price again.

This could’ve absolutely not been my cup of tea! The idea of a mentally ill protagonist with a horrifying demon whispering in their ear, a clash of visual and musical styles, the philosophical conversations, lack of combat, and short runtime… they could all be offputting, I guess. But I really liked this game. It’s the kind of title I think we can point to when highlighting the work of smaller, independent development teams, and it’s also a fine example of video games as a narrative art form.


Indika is out now for PC, PlayStation 5, and Xbox Series S/X. Indika is the copyright of Odd-Meter and/or 11 Bit Studios. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.