![]() I really love this, as it shows they thought about what the player might try - not just what they want the player to try. The developer also confirmed that any source of accessible water will work here. ![]() But I played through Agent A several times and used a different source of water each time. It’s usually frustrating and reminds you that you’re playing a linear game with illogical restrictions. I’ve played so many room escape games where you have several different sources of water, but the game forces you to use a specific one for that puzzle. Without giving too much away, there’s a point where you need to use water. Agent A definitely has a sense of humor, as he/she should in a game like this. Also, everything you touch gives you feedback, often in the form of a witty line. So you have to be a good spy yourself and look out for things that don’t seem right. Like any good spy lair, Ruby’s home is filled with switches, buttons, hidden compartments, as well as deadly traps. It made the environment feel more alive, and I suppose they were also used as red herrings. I like how a lot of things could be moved or knocked over, even if they don’t have anything to do with a puzzle. But I hope that part two features more of the clever stuff and less of the easy filler. I wouldn’t even expect that from a room escape game. There’s some really clever stuff here, but not all puzzles are equal. But the game definitely shined the most for me when I had an “aha!” moment. Even the filler in this game is just presented so stylishly, that it’s hard to hate on it. But those just looking for a polished, entertaining puzzle adventure should be pleased with the offering here. There are no crazy math problems or riddles, so if that’s what you’re looking for, you might be disappointed. The physics - when part of a puzzle - also feel realistic. As long as you keep your eyes open, everything is logical and never feels unfair. But some things are hidden a little better than others, so it pays to touch everything. If you found something, you most likely can find its use. But later in the game, there are some really clever bits that even had me stumped for a short while, backtracking to look for something I may have missed. ![]() Some of the puzzles, especially early on, don’t require too much thought, and one doesn’t even seem like a puzzle at all. They do start off very simple and straightforward, and I was worried the game as a whole would be too easily completed. You can hear the fire licking at the logs in the fireplace and there’s a satisfying mechanical noise when you discover some hidden piece of machinery.īut in case you think this game is all about appearances, let me talk about the meat of the game, the puzzles. The soundtrack is lighthearted but suspenseful. The music and sound effects also capture the vibe perfectly. ![]() It’s a game that makes a strong case for games as art. Instead, think of low poly art like that of Monument Valley or Lara Croft GO. It feels designed for adults, but enjoyable for all ages. It’s not easy to do so with first-person adventure games, so I appreciate the effort here.Īs I mentioned, the art in the game is simple, stylish and polished. It also gives the game opportunities to stroke the player’s ego, saying things like “Agent A is not to be taken lightly.” It’s obviously tongue-in-cheek, but I thought it was a clever way to bring the player into the game and make them feel part of the story. You don’t really get that from the trailer, but once you start playing, it fits really nicely. Agent A is gender-less, so we are all Agent A. She’s been killing off your fellow agents and you need to put a stop to it. In Agent A, you play a spy (the good kind) who’s hunting down an enemy spy named Ruby La Rouge.
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