“Open Roads” is a stylized narrative adventure game that, on paper, should have immediately captured my interest. Much like “As Dusk Falls,” which I admired a few years back, “Open Roads” explores the dynamic between a mother, Opal, and her daughter, Tess, as they embark on a road trip unraveling secrets about their recently deceased mother/grandmother.
The premise suggests a slow-burn character development that promises to reveal life lessons along the way – a formula I generally find compelling.
However, my enthusiasm waned after watching a thirty-minute preview of the game. It was a hands-off experience where the gameplay consisted solely of Tess walking around a house, picking up objects, and conversing with her mother. The segment lacked any hint of the mystery or narrative depth I was expecting. With the game’s release looming next month, it seemed an odd choice to showcase such an uneventful portion.
The game’s reliance on performances – a critical aspect of such narrative-driven games – also left me uncertain. “Open Roads” employs limited animations and minimal lip-synching, an approach that can be effective, as seen in “As Dusk Falls.” Yet, in this instance, the combination of decent acting, sparse animations, and appealing artwork somehow doesn’t coalesce as it should, giving the impression of a rehearsal rather than a polished final product.
The absence of significant audio (possibly due to the remote demo) further detracted from the experience.
One commendable aspect, however, is the game’s meticulous attention to detail. “Open Roads” immerses players in interactive object handling, evident in its faithful recreation of the early 2000s ambiance.
The nostalgic representation through items like old iMacs, tamagotchis, and high school yearbooks is particularly evocative.
Visually, the game stands out with its unique art style. There’s a striking contrast between the more rigid 3D environments, tinged with a sense of nostalgia, and the vivid, cartoonish characters reminiscent of classic animations. These characters, with their limited range of movements and expressions, become lively during dialogues, which include choices that impact interactions but seemingly not the broader narrative.
Yet, with all this said, my reservations stem from the choice to demo a less captivating segment of the game so close to its release. Does this reflect a misstep by Annapurna, or does it hint at deeper issues with the game? It’s unclear at this stage.
Despite my hesitations, I’m inclined to give “Open Roads” the benefit of the doubt, given my affinity for narrative adventures. The game’s troubled development history, originating from Fullbright and transitioning to the Open Roads Team amid internal challenges, could explain some rough edges. As it stands, “Open Roads” has yet to fully win me over, but I remain open to being convinced by the full experience.