The Inner World Reviews

958,390 (470,155)
TA Score for this game: 1,168
Posted on 15 March 17 at 22:59, Edited on 21 March 17 at 04:05
This review has 10 positive votes and 2 negative votes. Please log in to vote.
The Inner World first graced PC a number of years ago and has finally made its way over to consoles, bringing with it the art style and environment reminiscent of the Pajama Sam games. The Inner World is most distinguished from other current point and click titles because of the puzzles you encounter during gameplay. While many other games today will ask to do I Spy quests or other mundane tasks, The Inner World requires some thought and effort on the part of the player in order to progress. The puzzles are logical and follow a reasonable thought process, such as combing a hook and reed together in order to fish an item out of a swamp. You aren’t often asked to figure out something that plainly doesn’t make sense, which is refreshing.

The game is very story-focused, and packs quite a lot of dialogue into its run time, a run time that goes on a few more hours compared to other games in the genre. The voice acting is solid, which adds to the immersion and supports some of the more humorous lines. The writing is witty and fun, with Laura usually hurling insults at you if you fail a puzzle, use an item in the wrong place, etc. I found a lot of these moments funny, as they pushed me to actually figure it out and put the pieces together myself. Both the main characters as well as the NPC’s you encounter are very dynamic, with nearly everyone having a funny little quip or humorous personality trait. The humor is never forced or corny, and really serves as a good driving force behind the narrative. There are a few revelations and twists in the 4th and 5th chapters of the game, keeping players engaged throughout its run time.

As far as negatives go, there are very few. A way to scroll through selectable items using the right stick would have been very welcome, as opposed to pressing X until the game lands on the item you wish to examine. It will select whichever object is closest to you first and work its way out, which shows consideration of the process. The game did crash on me about 3 or 4 times throughout the campaign, which was a bit irritating. It didn’t really put me off however, seeing as the game saves progress after nearly every action. Since there is no combat, the auto-save function is basically protection against crashing.

When combat or heavy action of some sort is removed from a game, it needs to be replaced with something. A reason to continue feeling engaged and connected to the game we’re playing. The Inner World does a fantastic job of that by providing us with exciting environments, tests of actual human logic instead of mindless matching or I Spy “puzzles”, and a very interesting and well-written cast of characters. Of course, once the sequence of events have been uncovered and the story has reached it’s conclusion, there isn’t much of a reason to return to Asposia. The experience is fun while it lasts, and is worth picking up.

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