Tails: The Backbone Preludes is a post-noir adventure game from Eggnut that follows the stories of four anthropomorphic animals before the events of Backbone, the previous game in the series.
Each scene begins by telling you which character youāre playing as and when it occurs. You spend scenes with Howard in each year of university as he makes friends, spend scenes with Clarissa from her childhood to young adulthood as she deals with her relationship with her gangster father, and so on, alternating between all four until everyoneās story is complete.
The overall gist of the stories is on the grim side, in line with the dystopian future the characters live in. Within those stories, the bulk of the gameplay is dialogue choices.
For example, you enter your new dorm for the first time as Howard, and you get to choose what you say to your RA and your new roommate. Then those choices go on to influence those relationships within a small branch of possibilities that sometimes manage to feel meaningful.
The writing is subtle when it wants to be. Characters donāt have to say everything out loud, and yet you can tell thereās more going on behind the scenes. This is very much a character study, and that part of it is well done.
The pacing is also pretty good. The game is about 2 and a half hours long, with a few story branches that could warrant a replay, and while this is short, it means there isnāt a ton of filler. You start a scene during an important moment in a characterās life, do some dialogue and maybe a puzzle, and then you move on.
The puzzles are the weakest part of the game. Some of them arenāt puzzles per se ā more like playing a worse version of Unpacking ā but others are boring and overly easy puzzles like the one where you need to make a gooey creatureās state match the one youāre told by pressing buttons. The best puzzles involve convincing a character of something through dialogue, but other than that, puzzles feel like brief time-wasters.
The music ranges from good to great, and the pixel art is attractive, especially in motion.
The game is at its best when it creates tension, or nostalgia, or regret. But if you donāt like the vibes of the game, youāre absolutely going to hate it, because there just isnāt a lot else going on.
While you clearly have some influence on the endings for these characters, some parts of the ending text scroll felt unrelated to what I had done in my playthrough. Theyāre necessary to set up the timeline for Backbone but make your choices retroactively feel hollow, and many didnāt like that gameās ending anyway.
The relationships are well-written. Even though it was only a couple of hours long, I liked some of these characters. And despite the ending text feeling a bit forced, the final scenes are dramatic. They feel satisfying in the moment, even if theyāre left extremely open-ended and I donāt feel like theyāll stick with me.
The artistry and writing craft on display in Tails is impressive, but this isnāt the best overall package. Subtlety is one of this gameās best qualities, and those subtle moments get overlooked to shoehorn these characters into where they had to be for the sequel.
If you liked Backbone, youāll probably like this. If you were frustrated by Backboneās ending, this doesnāt do much, if anything, to recontextualize that ending. If you like adventure games, this is good, but itās too unfocused to recommend for any specific reason. And thatās my overall thought ā well made but unfocused.
Tails: The Backbone Preludes releases on February 2 on PC for $14.99.
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Published: Feb 2, 2023 02:21 pm