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The Dark Side of a Land Down Under

Through Dark and Liar's Soul is a short dungeon crawler-style RPG created in RPG Maker VX Ace for the Swap in the Middle With You event. As such, the first half of the game was made by Liberty, while Red_Nova took over for the second half. Following a very mixed group of characters as they struggle to find their way through a twisted cave system known as the Under, the game introduces a number of interesting plot threads, clever mechanics and optional mysteries. Unfortunately, most of these concepts end up being used only in rather superficial ways, causing the game to utterly radiate unused potential.

Considering the circumstances in which this game was created, I found it quite impressive that I was unable to pinpoint exactly at what moment in the story the transferring of the project to the second developer had taken place. Although the different styles of both creators are noticeable sometimes, there is a sense of seamlessness in the plot, very much to the credit of both developers. However, in a contest such as the one Through Dark and Liar's Soul was created for, communication errors and problems of continuity are bound to happen.



Glowing rocks and dark vision. I wish this stuff had been used as an actual gameplay element.



Initially, the story of the game seems quite simple: Three lost surface dwellers who happen to meet in the dark halls of the Under attempt to find their way to the exit with the help of a friendly native. Yet as the journey progresses, secrets, conflicts and more complex backstories are revealed. Through cutscenes and optional lost letters that can be found on the corpses of less fortunate victims of the Under, the player learns more about the characters and the sad histories of the game's world. A nifty detail is that during dialogue, no character portraits are shown, but rather each character can be identified through a unique colour of their text (and name, if others mention it). While creative, the one problem I found with this is that one character's brown looks too similar to another's orange, causing me to have difficulty distinguishing between them.
While it is obvious that a lot of care went into each party member, the small scope of the project noticably limited their characterisation, causing them to stay limited to one or two visible traits each. It is not the characters themselves or the story as such that I had an issue with, however, but rather its direction and presentation. Right at the beginning, the player is confronted with a huge amount of dialogue before even being able to do anything other than walk around, and just one introductory fight later, a lot of text follows again. A certain clumsiness of the storytelling can be found throughout the entire game, as it has a tendency to feel slow or inefficient at times, providing information that sometimes just seems to not go anywhere. Apparently, there are five possible endings to find, but I only ever managed to get two.
Despite these problems, it's important to emphasise that overall the writing in Through Dark and Liar's Soul is still very well done, and in fact the narrative is probably the strongest aspect of the game.

The aesthetics are not necessarily special, but solid. Most of it is RTP-style with a few very interesting design choices that are even explained within the story. The battler graphics used for enemies in combat however have been taken from RPG Maker MV's resources, which turns out to work quite well. A greater problem is the audio aspect, as there is normally no music to be heard on-map, just some ambient background sounds. While I understand that this decision was made in an attempt to enhance the oppressive atmosphere of the Under, it honestly didn't work so well for me, and I believe that ironically enough, some actual music would have been less immersion-breaking than the constantly repeated howling of the wind.



Can you tell this game was partially made by Liberty?



The gameplay part however is where Through Dark and Liar's Soul both shows and wastes most of its potential. On-map, most of the player's time is spent walking through the caves of the Under, picking up collectibles. While this is fun for a while, it begins to lose both its appeal and its impact fairly quickly, as the ultimately rather linear dungeon turns out to not be as exciting as it could have been.
This ties into the problems of the other components of the gameplay. An important part of what makes Through Dark and Liar's Soul special is a simple cooking system that allows the player to combine unusable resources into consumable items. It's a cool idea, although the fact that the effects of the crafted foodstuffs aren't explained before making them is a little frustrating. But the real issue is that not only most foodstuffs turn out to not be that useful, they also simply aren't necessary most of the time. Due to the overabundance of ingredients, the ability to rest and fully heal at campfires and the short duration of the game, the crafting thereby loses value. Why is this such a problem?
Well, this may be a more personal approach to the game, but the one part that I was initially very excited about was a certain survival aspect I believed to have found in its concept. During the first part of the game, you have to move through a rather vast area consisting of many maps, with no campfires to rest or cook at in between. As a result, I got the impression that preparation through cooking is very important, as that must be the only way the player could last long enough to survive travelling between campfires. Unfortunately, it turned out that this is only true for the area between the first two campfires, and even there you can get through relatively unharmed once you know the correct way. I found that to be a pity, as the creators' decision to not focus on this survival aspect turned the entire cooking system - and by extension a large amount of the exploration - from a strategic core element into an unnecessary chore.



Don't eat junk food, kids.



Combat is by far the weakest aspect of Through Dark and Liar's Soul: The best word to describe it would probably be shallow. Enemies very rarely do anything else but simply attack, and even the playable characters don't have a lot of interesting mechanics. While there are some twists to some of their skills that are interesting enoug to keep the battles from becoming outright boring, they generally lack depth. Two characters use skills that are fueled by points generated by taking damage, which means that it can easily happen that they don't get to use those abilities very often. One of the characters even possesses literally no skills apart from his normal (double) attack. The overly simple enemy design also causes certain foodstuffs to lose their value: What good is an item that removes negative states if you never get inflicted with negative states? Another oddity of the battle system is that allies and enemies can seemingly randomly get multiple actions per turn from time to time, and I could never find out whether that was intentional and what it is caused by.



Maybe they'd show mercy if I gave them my questionable steak?



As is to be expected from a contest game, there is also the oddball bug or typo here and there, and while annoying, they weren't game-breaking or heavily influential - with one exception. A specific restriction placed on the player is that they can only carry up to a certain amount of bottles, which are both used to carry normal water (a crafting ingredient) and Pure Water (a consumable item that revives a fallen character). This way, access to raising items is limited, and the player has to decide how many to keep versus how much water to have ready. Except they don't, because regardless of what the tutorial text says, the Pure Water does not take up a bottle after all, allowing the player to keep as many portions of it as they want.


All in all, Through Dark and Liar's Soul is an interesting little game that tries to do a lot of brilliant things, but ultimately doesn't manage to deliver the experience it sets out to convey. It is definitely not a bad game, but it falls short of its potential repeatedly, and ends up simply being playable and somewhat enjoyable, but neither terrible nor great.

Posts

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Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Thanks for the review, NeverSilent! I'm glad the moment where the game changed hands wasn't obvious, since that was the goal I had in mind. I tried to run with it as best as I could, but it seems I just couldn't deliver, haha.

I had a lot to learn about Liberty's mapping style (I've never done overlays like this before), so a good portion of my time with the game was spent playing catch-up. It's sad that I couldn't make everything flow and evolve as naturally as I wanted to, but I'm still pretty happy with how it turned out. More importantly, I've learned a TON from this game that I can apply to my own projects, so this was a very valuable experience.

Regardless of how it turned out, this game was a lot of fun to work on, and I'm super glad I was lucky enough to get this project during the event. Thanks again for the review!
NeverSilent
Got any Dexreth amulets?
6299
You're welcome, Red_Nova! It's always hard for me to criticise games made by people I like and whose work I admire, especially when there's so many good ideas to be found in there. But the effort you put into this game shows, despite its problems, and I'm glad you got a lot of value out of this project regardless.


P.S.: I was incredibly tempted to make the title of this review "A Tale of the Under" or something similar, but I realised in time that that was too stupid. So I went with a stupid Australia-related pun instead. That's better, right?

P.P.S.: I may be imagining things, but could it be that with this review, I just pushed Liberty to the top of the Makerscore ranks past kentona? Well then!
I enjoyed working on this project, despite it's faults, and it was great to see which direction Red took it in, so in that aspect it's definitely something special in my eyes. It does have a lot of faults though. Battles were added in last and a patch-job at best, though I did try to make something unique. I definitely needed to work on the monster abilities a bit more, though - something I did mean to work on a lot more but ran out of time to do, which is why the items weren't quite as useful as they could have been. XD

I do agree that there's a lot that needs work. I'll also admit that I like me some talky-talky so if it got a bit yakky at times at the start that was completely to my own taste, which I know a fair few people don't like. ;p

Thanks for the review! It's greatly appreciated~ >.<)b

(if you were wondering, the cut point was at the second campfire)
NeverSilent
Got any Dexreth amulets?
6299
Thanks, Liberty! It's good to see that my impressions of this game weren't totally subjective or inappropriately harsh. Being able to see and admit to both the merits and issues of one's own project is a great sign of competence in a game designer, I think.
And don't get me wrong, I enjoy story- and dialogue-heavy games as well. Just putting the bulk of that right at the beginning before any actual gameplay just doesn't strike me as the most effective approach. But as I said before, I enjoyed most of the writing as a whole.

I'd never have guessed that's where the cut took place. My best bet was right before or right after seeing the exit for the first time.


P.S.: may I ask how one would normally get the different endings? As I said, I only ever found two (Leaving and Rebuilding the Bond).
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=NeverSilent
P.S.: may I ask how one would normally get the different endings? As I said, I only ever found two (Leaving and Rebuilding the Bond).


Once you collect and read all the notes, you'll get a new dialogue option in the post credits scene.
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