BROK the InvestiGator gets right to the point: you begin the game in a burning room. You naturally start pointing and clicking to solve a simple puzzle. This leads to another puzzle: Alligator PI Brok urgently exclaims, “I need to get past that door!” Before your grey matter cogs can even get a-whirring, a dialogue box tells you to press 'X' to activate Action Mode. With a good bit of Double Dragon-style – or should we say Double Crocodile-style! – button mashing, the door puzzle is “solved”. So Cowcat Games’ cards go straight onto the table: Brok the InvestiGator is a point-and-click, but sometimes you just punch stuff to smithereens. But does it have an ace up its sleeve?
Brok is the second game to be developed and self-published by indie shop Cowcat Games. The first was Demetrios, another point-and-click adventure, first released six years earlier in 2016, which arrived on Switch in 2018. Based in a small town in the south of France, the company is a one-person operation, making this second game under their belt all the more impressive.
The game tells the story of its PI alligator protagonist, his teenage cat stepson Graff, and various other animal associates. It takes place in a dystopian future, where “slumers” are second-class citizens, banished to live in the run-down wreckage of old cities, while “drumers” are the privileged few, living in a pristine bubble run and guarded by robots. Tormented by guilt after a traumatic event, Brok is trying to get his life on track while raising Graff. Graff is navigating his teens and the school exams that might earn him the status of “drumer”. Kicking off – like so many a good gumshoe yarn – with a mysterious phone call, Brok takes on a case that leads to the unravelling of something much bigger.
The early puzzles are fairly shallow, to say the least. Some of the objects in the game – like a remote control that works on cameras, or a device that detects “good intents” – feel so contrived that they might as well be called things like “Solution to puzzle number 14” or “Opener for that particular door”. However, this does improve as the game gets going.
One puzzle sequence that takes place in a holding cell feels almost Day of the Tentacle-esque. We were reminded of discovering and manipulating the quirks of the Edison house and its inhabitants, just on a smaller scale. There’s something inherently amusing about learning the patterns of characters’ behaviour, then treating them as cogs in a puzzle machine, making them repeat their actions endlessly until you’ve cracked it. Here, the prison guard’s necessarily infinite patience in this affair, while having their time repeatedly wasted by their own prisoner, is hilarious.
In the same scene, there is another similarity to Day of the Tentacle: you can control multiple characters and switch between them. Unlike that LucasArts classic of the '90s, however, this is not leveraged for puzzle design. On our playthrough, we completely solved Brok’s stepson Graff’s side of the chapter without playing Brok’s part at all. The split scenarios of the characters just provide a change of scene if you get stuck, rather than some kind of four-dimensional Tetris.
Talking of getting stuck, the hint system in Brok is quite unusual. Straight-up text hints can be dispensed via the in-game menu: things like “Talk to so-and-so” or “Go back to such-and-such location”. However, these hints are only dished out at the cost of an “ad” - a small collectible advertising flyer hidden somewhere around the game world. Collecting these ads requires close examination and thorough interaction, becoming a trackable achievement in its own right. In theory, you might solve a puzzle for yourself as a side effect of searching for an ad to get a hint. In practice, however, we always had plenty of ads, so as a hint system, it’s not the most elegant, but as a boost to replayability it works. Much like the game itself, it’s mixing two things that don’t necessarily play off one another very intuitively – but ends up being fun.
The writing feels a bit ropey at first. Perhaps as a result of translation into English, it lacks an edge, as do the overly-earnest characters at the start of the game. However, despite some proofreading errors in the on-screen text, it does find its feet. At times, the game veers towards visual novel territory, with extended conversations between characters with onscreen portraits and even the chance to put clues together in a way reminiscent of Ace Attorney or Hercule Poirot: The First Cases. It took us a while to warm to the characters enough to tolerate the longer talking sections, but when the writing is briefer and serving the gameplay it’s at least perfectly functional.
One impressive feat is the implementation of different routes through the game. Many puzzles have multiple solutions – usually characterised by thinking or fighting – but these are couched in the decisions of the characters. It feels meaningful if you decide to rise to provocation from a school bully or to stop your hot-headedness from getting the better of you.
And there are sometimes consequences to taking the rough approach that are more than superficial. When we missed our son’s science fair because we got slammed up in the slammer for slamming a few too many robots, it slammed our heartstrings. Too often, branching story paths can just be an administrative burden of trying to tick off all the ways the story could have gone. Here, it feels mysterious without being obtuse and was the thing that finally made us care about the characters – albeit a fair few hours into the game.
Until now, the pairing of branching paths and fist-fights in a graphic adventure has been timelessly associated with the bleepy-bloopy, mouse-and-keyboard-rattling skirmishes of LucasArts’ 1992 title Indiana Jones and the Fate of Atlantis. It’s fair to say that, 30 years later, Cowcat Games has found a better way to pull off that particular niche combo.
Conclusion
Brok the Investigator is a true original. It’s a hodge-podge of point-and-click, side-scrolling beat-‘em-up, visual novel, and find-the-object. Most of the time, these disparate ideas sit slightly awkwardly alongside one another, but despite a slow start we did eventually feel a little spark and the whole thing became more than the sum of its parts. It's all the more impressive given that it's just the second game from a one-person studio. Graphic adventure fans should absolutely consider thoughtfully pointing and clicking it onto their wishlist – or just drop-kicking the heck out of the buy button.
Comments 13
Welp, you had me at point and click, then lost me with everything else.
Ayyyy, this is like one of the first games I recorded voice over for like 5 years ago! I FINALLY get to play it haha
I like the humanoid animal cartoon style looks, it reminds me of those older Disney cartoons like DuckTales, Talespin, and Chip 'n Dale: Rescue Rangers. May definitely check it out.
Gonna try this one out once it's on sale. The art style is really cool and I'm always down for more point-and-click games.
Looks like the main baddie from Donkey Kong country but solving crimes and mysteries, i feel point and click games are better suited for mobile rather than consoles, some reason I can't get myself to play thru them on switch
I knew of this game a long time ago, but it wasn't on my Day One radar. I wasn't particularly into the western animal cartoon character designs, and it just seemingly wasn't triggering any "need this ASAP" alarms in my brain. That was until I stumbled upon a video showcasing all the different ways you could get a Game Over. This is something that was incredibly amusing in older point and click adventure games, and the way this game handles them feels very deliberately paying homage to it; there wouldn't be a whole separate section for listing all the possible Game Overs if it wasn't so.
As I watched along I was really impressed by the amount and quality of the voice acting. Every bit has it, including around ten different variations for failed attempts to use or combine items. Then I found out about all the different endings, how many puzzles have different solutions and how combining the whole beat'em up thing with your point and click gameplay actually contributes to the whole "brain VS brawn" concept. From a game design perspective I think it deserves way more credit than it's been given. It gives the game a whole another level of discovery when you can find additional dialogue and event paths by disrespecting your surroundings even when there's no particular need to do so.
Combine all that with a very smartly designed UI for Switch's controls, very solid 60FPS framerate, a really in-depth in-game artbook and a whole separate section for fan art, and you get a game that clearly feels like a labor of love and one of the fresher offerings point and click genre has had in a while. So much care was put into this game to make it work like it does, and it truly shows.
If you're even the slightest bit into point and click adventure games and you still haven't given Brok a look, I'd highly recommend doing so. It's an incredibly well made game.
Always impressed that you review these niche titles. This one might not be for me but really glad you do it. Makes me keep coming back to this site to check on your lates reviews, always something good to read. I found Ender Lilies and Chained Echoes because of you guys
I was gonna make a joke about it, but then I thought about it, yes "voiced throughout" is in fact a major pro for a game. I absolutely hate it when games just decide that only some parts of it are voice acted. Takes me out of the experience, every time. And this especially showcases how bad it is, when a small indie game can pull it off but every other JRPG made by a massive company cannot.
@kkslider5552000 I believe their first game wasn’t voiced so thought I’d stick a mention in there
@Robokku I mean, that's understandable, and in some ways I find zero voice acting to be much better than having it appear only sometimes, randomly.
I heard good things about this game so its on my radar for sure, thanks for the review!
Thanks for a thorough review!
Looks like good silly fun.
Also, I wanted to share this:
"Brok" means both "gripe" and "hernia" in Danish.
Quite the name for a character like him. ^^
One thing I want to point out is that the other versions of the game are FULLY accessible to blind players, and the Switch port will eventually be as well. Version 1.3.01 imcludes a giant accessibility update that makes everything in the game voice narrated., with audio description and vibration feedback to help the vision impaired. I watched a UouTube video of a fully blind gamer playing through the first few scenes with this ipdate. It's seriously impressive. When the Switch gets the update it will be the only game on Switch that is 100% accessible to blind gamers.
Billion-dollar companies say making games accessible is too much time and money, one-man studoo in France says I got this.
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