Betrayer
Whatever is going on in Betrayer is a chilling mystery.
Reviewed by Daavpuke on Mar 27, 2014
Several decades into game development, a trend has arisen to revert back to older designs, which is something Betrayer takes to heart. With little explanation, this adventure game presents a creepy, dark world where just about anything is a mystery. Story progression and direction are left open, which can be confusing, but ultimately also fit the scope of the game. Sprinkle in some weakness and limited resources for added tension and this is quite the trial to overcome.
One of this title’s main draws is the disturbing art style that mixes heavily contrasted black and white filters to its detailed models. While otherwise well-sculpted, scenes of forests and rocky terrains receive an added touch of somberness by being desaturated. This is only offset by red colors or glimmers indicating special points. There is a color slider to thickly saturate the world, though it destroys the setup of the game.
Sounds or lack thereof further the sense of isolation on the deserted island. Music is mostly kept away from gameplay as it’s an artificial enhancement to atmosphere. Only sporadic noises break the silence with piercing tones or guttural shrieks. Anything that upsets the tranquility of nature is a bad sign.
Set in olden times of 1604, players are dropped in this mystical environment with little explanation. Keeping things time-appropriate, orientation can only be done through a map and a compass. Therefore, terrain tracking becomes important when wandering around, even if markers are applied to the compass. Every tree and rock looks alike, so it’s easy to get lost in Betrayer and that can be deadly. There are things lurking. They aren’t nice things.
Mystique is a big part of the elusive adventure. Angry conquistador ghosts pace around paths, lunging at anyone meeting their gaze. Solitary spirits hover in the forest, looking for peace. Also, a mysterious person in red periodically chimes in. Why all this is happening isn’t said and the only way to find out is by following scraps of clues spread around the island or talking to these dead folk. Yes, the dead talk.
Finding out what troubles the land can be confusing, as the open terrain needs to be scoured to unlock progress. Without discovering weird totem poles somewhere in a far-off field, the next section won’t open up. As the woods look the same, there’s also a sizable portion of backtracking, trying to find out what those esoteric notes mean. It’s too hindering to truly be enjoyable, as remaining stuck in the same spot for a longer period is demotivating. In fact, given how similar the environment tends to get, it can lead to a complete disconnect with the game. Still, this olden design fits the theme of being lost perfectly. That’s where Betrayer really shines. It has a reason for all the confusing mess it throws around.
Enemies don’t make the sense of loss any easier either. One or two hits from these vicious ghosts can be enough to perish and lose all resources. Dying leaves all items momentarily where they dropped, a little like Dark Souls. Since ammo for bows or a crude musket isn’t abundant and firearms require a ton of reload time, it may be better to sneak away from danger. Stealthy crouching helps reduce the noise that easily resonates amidst the dead woods and striking unaware opponents inflicts extra damage. Therefore, it’s wise to use it whenever possible. These ghosts won’t hesitate to fill their ranks with more dead.
Don't do this, it will ruin your game.
Some of these spirits also come with bloodcurdling shrieks. Amidst the dead of night, when all is black and hollow, suddenly hearing one of these yelps closing in can really cut right through the spine. Having a flying skeleton suddenly appear from behind a bush doesn’t help to soften that fear.
Instead of going for scary though, Betrayer is a game that’s all about being creepy. Events don’t revolve around jump scares, but rather try to create jarring scenes. Wind can be used to get guided towards clues, but as it grows sharper it also creates a climactic tension. Think of it as the typical rising violin noise in thrillers. A bell that chimes in the night time whistles softly yet ever so unsettlingly through the silent forests. Anything to shake any sense of comfort goes in this troubling journey.
Betrayer knows exactly what it’s doing. Adventurers are weak amidst a cast of angered ghosts and mysterious events. Penetrating sounds keep tensions high. Isolation is strengthened by frustrating, esoteric design. Removing color takes away what little solace it could bring. Nothing is safe. Anything is dangerous and the chance for survival is slim. Olden days were tough.
Daav Valentaten, NoobFeed (@Daavpuke)
Editor, NoobFeed
Verdict
80
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