The surprising phenomenon of indies casting Hollywood talent continues with Open Roads, a three-hour narrative adventure. But then this is the latest release from Annapurna Interactive, a publisher of both films and games, which has a few similarly voice-acted examples in its back catalogue – the delectable The Artful Escape and less-well-received 12 Minutes to name a couple.
Open Roads is the product of Open Roads Team, a studio made up of former Fullbright (Gone Home, Tacoma) employees. It began as a Fullbright project until allegations of toxic workplace behaviour led to the departure of creative lead and company co-founder Steve Gaynor; following delays, development eventually continued with much of the original team under the new name.
So, how does Open Roads hold up? Well enough, we’d say. If you’re a fan of the narrative-adventure genre – the first-person, limited interactivity of Edith Finch is an obvious parallel – you’ll be in your element playing through Open Roads. But if you want action then look elsewhere. Aside from the main gameplay push of ‘finding the next thing to progress the plot’, there’s not much else other than a smattering of dialogue choices, and even then the impact seems minimal.
So Open Roads is yet another of this increasingly large faction of worthwhile digital experiences where the word ‘game’ almost seems redundant, or in need of modification. Kerri Russell (Felicity, a very bad Star Wars film) and Kaitlyn Dever (Last of Us Season 2, a very good Booksmart) take on the roles of a mother and daughter, who, while packing up their recently deceased mum/grandmother’s house, stumble on a bunch of letters that hint at a shocking historical twist in their family. The urge for an explanation leads them on a road trip into Canada, and to a series of locations with links to this mysterious past.
Given the pedigree of the developers, it’s not surprising that the game’s storytelling is a massive strength. Even so, Open Road’s narrative ambition – which is a two-hander focusing on mum, Opal, and daughter, Tess – is intimate, and small-scale. There’s nothing too showy or attention-grabbing to proceedings. It was reassuring, then, that Open Roads immersed us in its game world almost immediately. It has some wonderful environmental storytelling, the bread-and-butter, step-one necessity of narrative adventures – the first area where they need to shine.
The opening scene puts us in the mind of Tess. She’s packing up her bedroom. In a first-person view, you have freedom to explore the room, pick up and examine objects, and to pack up as you go. Little hints at Tess’s personality come through that weaved into the bigger-picture story – most notably the library book about bootlegging where Tess’s name was the only borrower for the last three years.
When the characters speak to each other, they appear on screen via hand-drawn animations. It's a graphical style that lured us in and charmed us. Although the game is only partially animated, what little is animated works. These semi-looped moments give a little extra humanity and life to the story, and helped us lose ourselves in the gentle twists and turns throughout.
The environments have a similarly powerful impact. Bedrooms, cellars, attics, motel rooms, and so on are rendered with loving attention to detail. All the objects within these areas – the TVs, the clutter – either add to the characterisation of Tess and Opal, or otherwise add to the worldbuilding.
This effort would have been for nothing if the writing and the performances were lacking. From the beginning, Open Roads’ characters felt real. Tess is a likable teenager, and her mother fulfils the role of troubled matriarch well. Their lives have been thrown into flux – problems related to housing, relationships, and damaging secrets linger at the edges of their conversations. The quality of the voice acting provides this tale all the subtle emotional variety that it needs. Techniques including parallel storylines help tie together the past and the ‘present’ (the game is set in 2003). Most importantly, the grandmother, Helen, whose life represents the bulk of Open Road’s mystery, is well-drawn and intriguing. She was an agony aunt, whose trials and tribulations were a delight to discover.
The few nitpicks we have with Open Roads, which include the repetitive nature of its gameplay, shouldn’t stop fans of the genre from driving off on this mum-daughter journey. But when realism is so paramount to the game’s appeal – the evocative visuals reminded us of our time at uni, especially the bulbous, overly colourful Apple Macs and plastic packing boxes – it was surprising that Tess’s movement was so cumbersome. She’s depicted as a sprightly teen, but she moves like a miserable, drunk 80-year-old. Her turning speed was so slow, that when we really thought about it and tried to imagine her, depicted in her animated, hand-drawn glory, moving like that around her room, or wherever else the story took us, the image looked absurd. We’d have loved the same attention to detail put into that side of things as there is elsewhere in Open Roads.
The game runs well on the Switch, except for a few very minor bugs where the character models jerked in once or twice as a dialogue began. This didn’t affect our enjoyment at all, however.
Conclusion
If you’re interested in a three-hour narrative adventure in the vein of Gone Home and Tacoma, and you can justify the current price, then there’s a memorable-enough time to be had with Open Roads. There’s not a wasted detail in the game’s storytelling and there's a lot to appreciate in the subtle and skilful way it leads you through its tale. We enjoyed the little moments of character growth that came from Opal and Tess throughout. By the end, we felt as if we knew them. The game’s ending also, genuinely, surprised us, which is an impressive feat. There’s a heartfelt originality to Open Roads. But, yes, the gameplay is also limited. The ‘pick up an object, have a conversation’ repetition only has a temporary appeal. Whether the game is for you or not depends entirely on how you feel about the genre as a whole.
Comments 20
Sounds overall interesting despite its issues, adding it to my wishlist to purchase it down the line!
Even after this review, it’s hard to know if I’d enjoy Open Roads or any other “narrative adventure.” I’m currently working through the Annapurna Interactive Deluxe Limited Edition Collection (Kentucky Route Zero now), and it’s been a mixed bag. I absolutely love What Remains of Edith Finch, Gorogoa, and If Found…, but I thought the Artful Escape, Hindsight, and I Am Dead were poor.
For me, Gone Home was a well-crafted art exhibit of a family at one moment in time, but it’s the sort of game you can only do once (and not even once for some people). Looking around and talking just doesn’t feel sufficient in terms of gameplay anymore, especially because these narratives rarely feel as strong as what we would see from a movie or novel/short story. To justify the narrative’s medium as a video game, the gameplay has to do something interesting. What Remains of Edith Finch may have been a walking simulator, but your actions made you almost complicit in what befell the family. If Found… was basically a visual novel, yet the act of erasing hit home the themes of the narrative. Open Roads sounds like a visual novel (which has its merits as a genre) with unnecessary extra steps, including cumbersome character movement.
If any of that made sense, fantastic. I may still play Open Roads but only because I think it’s interesting to experience a publisher’s full catalog.
I actually find the choice of visuals here quite appealing. I liked Edith Finch, Kentucky Route Zero and Gone Home so may put this on the wishlist considering the review content as well. Cheers for the review.
Gone Home is my most regrettable gaming purchase of all time. The only game I've ever played that put me in a bad mood and ruined my evening. I was left feeling cheated out of 3 hours of my life. I still curse Dom and his 9/10 review to this day.
@OorWullie - what kinds of things did you not like about it, if I may ask? (Full Disclosure: I haven’t played it yet)
@CRB1984 The game is a walking simulator, where the only real gameplay is exploring a house, picking stuff up and reading notes. But I knew that before going in and up until the end, I quite enjoyed exploring the house. But that was with the expectation of something happening, a major twist in the story that was going to make the 3 hour journey worthwhile. I assumed whatever the twist was going be it must be a real 'wow, I did not expect that'. Considering all the praise it had received here and elsewhere...
"A peerless masterclass in interactive story telling. Near perfect" NL hailed it... my high expectations were justified. But then it ended in the most anti climatic way possible, leaving me really annoyed at myself. I felt duped. Not by tbe game itself but by Dom the reviewer.
His final line in the review, "the story you unravel through exploring an empty home will stay with you long after you’ve put down your Switch. Essential."... is for me, absolute nonsense.
Make a physical cart treatment as well.
Although I usually like these type of games to be a little more interactive, this seems interesting and I like the art style, so on the wishlist it goes.
@Solomon_Rambling "To justify the narrative’s medium as a video game, the gameplay has to do something interesting"
In my opinion, Gone Home does precisely that. I love traditional narrative media such as movies and books, but the thing that Gome Home does that those media could hardly replicate is precisely the interactivity in the storytelling. There's a constant drip of story elements that few (if any) players would miss, but if you want more, there's plenty of little tidbits and clues to find and put together. What percentage of players found the wall marks in the cellar and more importantly, figured out how they fit in the whole story? It may be a low percentage of it may be high, but there's a unique beauty to telling a story in way that gives you such freedom on how you engage with it. Or maybe I'm just an incorrigible snoop
@Kochambra
I couldn’t have said it any better. Gone Home may have set the standard for walking simulators, but I don’t think another game has captured that nuanced storytelling since. Even if it is developed by many of the same people, Open Roads seems less intricate. @ORolta, would you be able to speak on this?
@OorWullie
Despite all the praise I have for the game, I wouldn’t give Gone Home a 9/10 either. However, I’m interested: did you catch the “wall marks in the cellar” narrative that Kochambra mentioned? I ultimately had to look up what it meant because I struggled to understand it in-game. I don’t really want to give up spoilers despite Gone Home being an old game, but if you did find out that part, what did you think of it?
"a very bad star wars film" made me chuckle.
@OorWullie I really enjoyed Gone Home but I came to it not from NL's review and, if I had and that was what it said, I think I'd be as disappointed as you are. I would never say the narrative sticks with you or anything like that. It's a pretty simple story from start to finish but a reasonably emotional and relatable one.
The venn diagram of people who hate Gone Home and people who are bigots is an interesting one.
That game did nothing especially wrong (walking simulator is an entire genre, people) but it did a lot of things very, very right (tension, environmental storytelling, graphics, sense of place) and it delivered a type of story which which was at the time not seen before in video games. There is absolutely nothing controversial in the game, except for the fact that it's about a certain type of person. A type of person which hate groups wish didn't exist, or at least didn't have a voice. And to a certain extent that could even boil down to "a female person".
@N64-ROX Yikes, it feels very unnecessary to call people hateful bigots for not liking or being interested in a game.
Sounds like my kind of game. I may have to add to the wishlist.
@JayJ I don't care if people don't like it, or aren't interested in it. But it's the people who act as though its very existence is an insult to everything they hold dear in this world - these are the people for whom I really have to wonder what their true problem with it is. It is just a game after all.
Perhaps I did word my previous comment too aggressively. So I'll put it like this: I wonder what would be the venn diagram of people who hate Gone Home and people who use "woke" as an insult.
@Nontendo_4DS
Good to know! I've only finished the first part (plus the intermission, whatever that art show thing was). I'm intrigued thus far, but the game certainly seems to enjoy being abstruse for the sake of being abstruse.
Glad to see another fan of Gorogoa! One of the best games on the Switch!
@N64-ROX There is people like that? Haven't seen anyone acting that way in the comments here.
I played this last week on Game Pass for the Gamerscore. And I quickly learned that visual novel-type games like this aren’t my thing, which surprised me. Then again, especially lately, I’ve really not been known for venturing into games I’m not already familiar with, Persona 3 Reload being an exception.
Can you invert both X and Y camera axis?
Why does everyone mess up that phrase?! It's "strait and narrow," not "straight and narrow"! Like a water strait like the Bering Strait! Yes, it's somewhat redundant, but it make more sense in the original Bible quite.
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