![]() Although the reasoning behind the quest being undertaken is fairly benign, The main characters, Horatio Nullbuilt and his floating companion Crispin Horatiobuilt (all robots are named after their creators) have the sort of partnership that so often becomes annoying in games like this, but while they never quite reach the point of hilarious camaraderie enjoyed by the likes of Sam and Max, Crispin emerges as a fairly amusing side character. ![]() ![]() It helps, that the world established during the scant playtime is so damn interesting. A few sections require you to write down number sequences - which can be annoying, because the importance of these numbers isn't necessarily made explicitly clear when you first encounter them, and on one occasion it's possible to get into a position where you have to guess a code's prefix - but for the most part Primordia doesn't irritate in the way so many of these games do. The game drops hints without explicitly telling you what you need to do, and objectives are outlined in ways that mean you're unlikely to forget what you ought to be trying to do next. There's a lot of showing item A to character B, naturally, but quite often the steps in-between are well thought-out, and many of the puzzles tie together well with others, so that jumping between locations will generally reveal clues or items required to solve puzzles in other areas. With a few silly exceptions (at one point you need to shove an oil-soaked rag up a giant robot's nostril, then cut off one of his fingers and shove that up the other), the puzzles are mostly fairly smart, and there's a decent sense of diversity to them. There's nothing wrong with this sort of design if you know what you're doing with it, and Primordia does, for the most part. You collect items, you combine items, you talk to everyone, and you use things in ways that occasionally seem a bit illogical. At all times, it exhibits a reverence for the older philosophies of the adventure games of the 90s. ![]() This isn't the sort of game that hopes to change the genre, or present any sort of grand innovation. Yet this traditional point-and-clicker, set in a world in which man has long since (seemingly) vanished and sentient robots have grown to question the very existence of their presumed creators, manages to rise right up alongside the cream of this year's crop. Their latest, Primordia, has landed at the end of what has been something of a banner year for adventure games. Wadjet Eye Games has quietly established itself as one of, if not the most, exciting independent publishers of adventure games around. ![]()
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