I reached Part 3 of Bone Totem yesterday evening, and I've really been enjoying myself. Its production values definitely stand out, particularly in the realm of adventure games. The Gigeresque visual design and art direction are peerless—not that that's news; Codexers have been gawking at
Pyke's games for well over a decade. The soundscape and music are also on point, and the voice acting is excellent.
Personally, I enjoy the UI design. Functionally speaking, I find it to be simple and straightforward. Everything is animated (the inventory bar subtly writhes with electric current, inventory item icons pulsate or glow, the “hologram sidebar” fluctuates subliminally, etc.), yet somehow the unending restless motion never crosses the threshold into annoyance, and no doubt contributes to the game's overall atmosphere.
Of course, this is all mostly superficial, though arguably important for an artistically lavish, atmospheric, sci-fi horror adventure game. How are the dialogue and story? What about the gameplay and puzzles? For this I find it useful to respond indirectly to some of
Alienman's points above.
The elephant in the room here is the ping function activated by right-click that leads the player directly to all on-screen points of interest, of which there are two types: text description nodes, and interaction nodes (almost all of which transition into genre-standard scaled-up detail screens with interactive puzzle elements). I can't disagree with
Alienman and others that the ping lines detract from the sense of exploration and discovery, although I agree with
Pyke that it's a quandary because with no aids at all, the pixel-hunting might be too severe. The environments are large, dark, visually busy, and completely hand-crafted—no repetitive tilesets here. It is what it is, and the best approach is to use the pings sparingly.
As a corollary to the above, the writing quality of the many descriptive nodes (and log entries, items) is very good. Some have criticized the writer(s) for being too “literarily tryhard” for lack of a better term, and perhaps that's true to some extent, but I've seen a whole lot worse—and I'm VERY sensitive to tryhard writing.
I'll come right out and say that the puzzles are middling at best in terms of difficulty. Put another way, they aren't insultingly easy, but they aren't mind-bendingly difficult on the level of, say, Hadean Lands, which features the most difficult puzzles I've ever personally encountered in an adventure game. A certain musical puzzle in Underrail is another example that springs to mind of a truly difficult puzzle. On a definitively positive note, most if not all of Bone Totem's puzzles are fair and logical, and not too absurd (example of absurd: smearing honey on the back of a cat so that it snags a tuft of bird down from a nest, which you then use as tinder to light a fire to thermally crack a rock in half, so that you can use one half of the rock as a weight to fool a pressure sensor plate, et cetera and so on).
Unlike
Alienman I found that minimal trial-and-error with inventory items was necessary to solve the game's various puzzles. If you are good at puzzles and have played many adventure games, chances are you'll have a general idea of what the game wants you to do well before you actually fiddle around with puzzle elements. Bone Totem isn't 100% waterproof (heh) in this department, and there will likely be some head-scratching and trial-and-error at points, but compared to the worst offenders in the adventure game pantheon, Bone Totem is absolutely stainless.
The story and writing are well done, but predictable. That's okay. The game's setting is a megacorporate sea base staffed by emotionally unstable scientists unearthing and studying Cyclopean horrors. We all know exactly what's up here; the real point is to be immersed in the setting. it just needs someone talented to help it along, and the talent was there, so it works. I genuinely enjoy the protagonists' interactions: They actually have chemistry with each other and are in various aspects flawed, vulnerable, desperate, and tragic, but come across as very... human. I find it challenging to describe adequately, but suffice it to say it's well done.
As for the game's horror aspect, well, it didn't scare me at all, but then visceral/body horror and even lurking terrors don't faze me much all these days. After all, I'm a 43-year-old man. Existential/philosophical dread and taxes are my banes. Monstrous creatures and exposed ribcages are just another day at the office. For me, it's all about immersion in the atmosphere. The last game I can recall giving me a slight case of the creeps was Arkane's Prey, and that was years ago (and can be attributed in large part to jump scares, I think).
It's worth noting too that there are minimal jump scares in Bone Totem, and that when emergencies happen (environmental disaster, sudden appearance of monstrous creature, etc.), this being an adventure game, you generally have plenty of time to react. In fact, you probably have infinite time to react in many of the cases I'm thinking of, although the game does its best to fool you into thinking otherwise.
To sum up:
- Atmosphere, visual design, overall production values are top-notch
- Protagonist characterization and dialogue are surprisingly good
- Story and writing are very competently executed, though predictable
- Puzzles are middling in difficulty, but fair and logical
- The point-of-interest pings are questionable at best, but stem from the genre-spanning quandary of the pixel hunt and the endless quest for an ideal solution thereof
I really like it! That's more than I can say for the vast majority of games these days.