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Black The Fall Review | The Above-Average Escape



Black the Fall

The cinematic platform game is a curious genre, not just because it uses an adjective borrowed from another medium. (How silly does a ‘gametic drama movie’ sound?) As a genre, such titles have grown apart from other platformers and have relatively fewer core texts: Prince of Persia and Another World, for sure. Certainly, the first two Oddworld games qualify, but not many more.

In the modern age though, a pair of titans loom: Playdead’s Limbo and Inside. Both games are emblematic cinematic platformers of the highest order, meticulously polished and predestined for plaudits. Their unmatched critical reception is not unlike an impact radius for the otherwise under-served genre. Onlookers can only imagine the sense of terror a developer feels trying to take the next step in this field.

Nothing should have to live up to the expectations that Playdead’s one-of-a-kind opuses have made, particularly after Inside (for more on what made that game special, see OnlySP’s review). Black The Fall is the first release from tiny Bucharest-based developer Sand Sailor Studio, as part of the indie-focused Square Enix Collective—and simply finishing development in the shadow of Playdead’s success should be commended.

If this clanking, steaming, beautifully oppressive universe intrigues the player from appearance alone, read no further. As a game, Black The Fall is exactly the kind of experience a fan of Oddworld or Inside might expect, and worth checking out for the puzzles and atmosphere. On the other hand, read on and even those who are not fans of the genre may find value in this dark adventure.


True, Black The Fall‘s muted colour palette, industrial sci-fi locales, and brutalist architecture do a poor job of refuting the Inside comparisons at first sight—and is not up to the same level of polish that a more experienced developer may have given the project. Sound is noticeably average, with an anomalous original score and a collection of effects that, though accomplished in their job of evoking the industrial nightmare, are nothing special on their own. Yet the few unremarkable aspects do not ruin the experience, and the rest show that Sand Sailor Studio was committed to a certain brand of dystopian vision, rather than focused on having to distance the game from others with similar settings (whether this choice is a net positive rests on the cynicism of the beholder).

The fact remains that, in the canon of European dystopian fiction, historical precedent for the look and feel of a totalitarian state exists—beyond the aforementioned brutalism. Where Inside made use of dystopian visuals as a storytelling tactic, Black The Fall creates a science-fiction-tinged version of true events. At least, the game’s themes and atmosphere are closer to life than most puzzle games.

Romanian history is easy to research for a video game review, but the developers of Black The Fall have friends and family members who actually lived for many years under a totalitarian government. In English-language countries, dystopian literature such as George Orwell’s 1984 is the inspiration for modern science-fiction. On the other side of the Iron Curtain, the real world was inspired by dystopian literature. For about four hours until the credits roll, Black The Fall may not appear that dissimilar from other dystopian narratives, but reality adds depth—whether in an interactive scene inspired by a personal anecdote, or through the recreation of a famous photograph in game form.


Of course, these touches are all in service of a well hewn puzzle-adventure that takes players from the interior of a monstrous factory, over roads guarded by terrible machines, and into areas this review will not spoil. Nothing in the puzzles themselves stands as tall as, say, the versatile Gravity Gun in Half-Life 2, but neither is anything unnecessary or tedious. Like the game’s genre fellows, Black The Fall introduces and discards puzzle premises liberally, so there is always something new to see and do. More importantly, the puzzles hint at broad themes such as a sequence of rooms where escaping requires the manipulation of other factory workers (which is uncomfortably ironic). However, despite constantly commenting on the nastiness of totalitarianism, Black the Fall is not interested in nuanced politics. Since the game is built to entertain, not sicken, this choice was probably for the best.

Controls are not quite as slick as the puzzles, with a few clunky moments of traversal introduced in pseudo-3D rooms: areas where the player can still only move forward or backward, but the path twists and intersects itself. On consoles, the basics of interacting with switches, security lights, and enemies are reminiscent of Oddworld, including the use of the triggers to alternately sneak or run. Finally, the aiming of a laser pointer with the right stick does fall to the limitations of gamepad controls and cannot be helped. Gamers interested in precision may wish to play with a mouse and keyboard instead.

Although predicated on the usual trial-and-error mechanics that cinematic platformers are known for, the game is generous with checkpoints, and very few loading screens appear, making the overall experience frictionless. On the whole, Black The Fall‘s greatest commitment is to good level structure and a thrilling journey that compares positively to other games in both the ‘dystopian’ and ‘cinematic platformer’ genres.

Without revolutionising any of its constituent parts the way that a true classic might (Half-Life 2 remains enthroned), Black The Fall is exactly the kind of game the player should expect, and more, thanks to a little real-life context. The writer Louis L’Amour said that adventure is just a romantic word for trouble. The hell that real people experienced under totalitarianism can hardly be called romantic, but the video game inspired by their experiences is quite a ride.


Mitchell is a writer from Currawang, Australia, where his metaphorical sword-pen cleaves fiction from reality daily. When he's not writing, he plays video games and watches movies. While thinking about writing.


American Fugitive Review — A Grand Tale of Theft and Auto



American Fugitive gameplay screenshot 1

The original Grand Theft Auto rocked the virtual world with its violent gameplay from a birds-eye view perspective back in 1997. Once the series moved to a third-person, 3D perspective with Grand Theft Auto III, few gamers looked back and few developers attempted to replicate the original style. More than 20 years later, Fallen Tree Games has become of those few with American Fugitive.

Players control Will Riley, a man convicted for a crime he did not commit and filled with the desire for revenge. Once he has escaped from prison, Will must find old friends—and meet some new ones—to run errands and discover the person who killed his father.

The game is played from a top-down perspective in a 3D open world. More reminiscent of Chinatown Wars than the original Grand Theft Auto, the camera adds a level of complexity to American Fugitive, as players often will not see what lies beyond the edges of the screen. While a behind-the-character perspective would, at times, not go amiss, players will eventually grow to familiarise themselves with the camera, respecting the callback to classic open world titles.

American Fugitive gameplay screenshot 2

The open world itself is also reminiscent of classic titles, with simplified designs regularly complimented by the detailed art style. The game’s animated, cartoon design scheme is fitting of its fast-paced action gameplay, always managing to keep the player on their toes and keen to discover more. Technically, the game plays almost flawlessly, with no significant performance issues to disrupt the player while they explore the map.

Players can explore the rural open world of Redrock County on foot or in a vehicle. The vehicular gameplay may take some time for players to familiarise themselves with, with some overly slippery mechanics leading to some unfortunate collisions, though fitting to the game’s tone. Thankfully, most environments in the game are destructible, so sliding off the road—if the player follows the road to begin with—does not often lead to disaster.

Despite beginning the game as a seemingly innocent man, Will doubles down on his criminal actions once he escapes from prison. Akin to Grand Theft Auto, the player can hijack cars, kill civilians, and attract the attention of police. Most residential buildings in the game can be robbed by the player, often leading to tense confrontations with the homeowners or police, so players must continue at their own risk.

American Fugitive gameplay screenshot 3

The ‘wanted’ system in the game works similarly to Grand Theft Auto games, with players accumulating up to five stars depending on their behaviour. The stars often accumulate a little too quickly, however, with additional stars regularly added simply for evading police. Oftentimes, the player may possess a full wanted level—complete with large police vans and circling helicopters—within a minute of committing a minor offense. While this over-the-top gameplay design is fitting to the pace of the game, it may lead to frustrations within the main story missions by bringing the player’s progress to a halt.

The missions are also reminiscent of those in Grand Theft Auto, tasking the player with a wide variety of tasks to keep them busy while the story evolves. While many of these missions may seem disconnected to the main narrative structure, they are unique and regularly keep the player entertained, ranging from simple fetch quests and car robberies to full-scale shootouts. The game’s fast-paced gameplay and lack of loading screens also make the poorly-placed checkpoints bearable, especially when the beginning of missions require the player to drive to a certain location.

American Fugitive‘s storyline is simple in design but entertaining enough to keep the player engaged. The game’s ‘cutscenes’ exist in the form of text atop character designs; while some simple voice acting would elevate these scenes with more dramatic tension, they are short enough to maintain the player’s attention and continue the missions at a fast pace. Players will find themselves surprisingly engrossed in the story, wanting to see it through to its full conclusion.

American Fugitive gameplay screenshot 4

Accompanying the fast-paced gameplay and narrative is the game’s music. From slow, explorative themes to fast-paced tracks, American Fugitive‘s original score is reminiscent of some of the best soundtracks across different media—from television’s True Detective to video gaming’s Red Dead Redemption 2 and The Last of Us. Each song accompanies the gameplay nicely, ramping up and down as the player makes the appropriate actions, and, along with the expert sound design, add the auditory sprinkles atop a visual and narrative treat.

American Fugitive, simply put, is fun. Fallen Tree Games has added its own unique twist to a classic gameplay formula, and utilised a simple but engaging narrative and a beautiful original score to maintain the player’s interest until the very end. Despite a few minor flaws in gameplay, the game stands strong against its competition. Players looking for a fast, fun, and mature sandbox game should not miss American Fugitive.

OnlySP Review Score 4 Distinction

Reviewed on PlayStation 4 Pro.

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