It is a truth universally acknowledged that every dog in possession of a big fluffy coat must be in want of belly rubs. At least, that's the thesis behind the wildly successful Twitter account, "Can You Pet The Dog", which judges games the only way they deserve to be judged: by whether or not the polygonal pooches within can be petted. It turns out that many game developers have gone through the effort of modelling and animating these hounds, only to leave the player with no choice but to leave them un-nuzzled. The horror.
We strongly suspect that The Red Lantern, Timberline Studios' debut game, was made with "Can You Pet The Dog" in mind. Yes, you can pet the dog. You can pet all five dogs. In fact, it would be criminal not to.
These five dogs are your sled dogs, and you are The Musher, which is a term for the person who rides in the sled and says "Mush", which is a sledding term that means "go forward, please". It's your job to help them, and you, make it all the way to your new Alaskan home in this survival-roguelite game that's all about neat, careful resource management.
The bulk of the game is a simple but compelling run from point A (car) to point B (new home), making sure to not run out of food, bullets, energy, or healing kits. Every now and again you'll be offered a choice, whether it's the decision of taking the left or the right fork ("Haw" and "Gee" in sled-language), or whether to spend an extra bullet on that already-wounded caribou.
Food is scarce in the tundra, and food is everything. Every single one of your statistics is geared towards finding, and consuming, food: your energy level dictates whether or not you can afford to take on an encounter with an animal; your remaining bullets are the only reliable way to hunt animals for food. Run out of food, and your game will quickly – and abruptly – end, revealing that your failed run was actually a bad nightmare before the run even began. The Musher, voiced enthusiastically by Ashly Burch (Chloe in Life is Strange), will use the failures of the last run to better inform her next one, in the form of taking more of whatever you ran out of first.
Burch's warm, friendly voiceover steals the show in The Red Lantern, from the very first second she starts talking. However, she never really stops talking, either.
The writing is full of personality, and Burch does a fantastic job of showing how much character The Musher has, but it can begin to become grating after the fifth time you hear her say "ready to make some food" at the campfire, or the eighth time you hear her react in terror to the scripted wolf attack halfway through the run. It doesn't help that the editing of the voice lines is a little too speedy to seem natural, making it seem like the Musher just polished off three Thermos flasks of strong coffee. You'll find yourself skipping through these lines before long, which is a shame.
But when Ms. Mush isn't talking, the game speaks for itself through the stunning art. The Red Lantern's soft, faded, Instagram-filter-esque blush lighting shines through forests of pine trees and glistens on snowy cliffs, with vast frozen lakes that shimmer threateningly beneath the weight of the sled. The Red Lantern's version of Alaska is beautiful, and incredibly impressive when you note that the game was built by a small seven-person team, with the addition of Hrishikesh Hirway, composer of the gentle piano-led soundtrack.
Unfortunately, there are times when the roguelite game loop falls short. Most roguelites offer one, or both, of two things to keep a player trying: knowledge, or rewards. Knowledge can be anything from "don't go left at this spot, it's a trap" to "chests always contain money" – things that will save you time, save your life, or make your next run easier. Rewards, on the other hand, often come in the form of upgrades, like a new weapon, a new skill, or currency to buy something useful for your next attempt.
The Red Lantern attempts to provide rewards to its player, as mentioned earlier: die of starvation, and the Musher will pack more meat in future. Run out of bullets too soon, and you'll probably take an extra one next time. There are even larger rewards to find during a run, like axes to chop wood and fishing rods to get food, both giving you the ability to gain resources without sacrificing hunger. But these aren't rewards for achieving something, they're rewards for failing, and that's where the game loop falls short.
Failure is a natural part of the roguelite loop, but The Red Lantern feels absolutely impossible for your first few runs. Once you lose a few times, and the Musher packs more resources, it gets easier, and more enjoyable. But enjoyability shouldn't be locked behind failure, and the player shouldn't need to slog through multiple gruellingly hard attempts to get to the good stuff.
Much like many survival games – especially ones set in the snowy wilderness – The Red Lantern is punishingly difficult, and often through no fault of your own. The shooting minigame, which feels a lot like watching the DVD logo bounce around the screen, sometimes fails for no discernable reason. Sometimes prey escapes. Sometimes beavers drop trees on your head. This is all in service of replicating the inhospitable and unpredictable nature of sledding, but it makes it just too difficult for a player to actually use skill or knowledge to get through an entire run. In the end, when the run is actually completed and the player reaches the goal, it doesn't feel like you succeeded at all – just that you got lucky.
Roguelites are about learning, and doing better the next time using the knowledge you've gained; survival games are about rolling with the punches. The Red Lantern attempts to toe the line between the two, and does so with many successes: the charming writing, the smart idea, and the artistic skill with which the game is made are all feathers in the cap of Timberline Studios. But the game's repetitive nature, and the passivity with which unfair events occur, make it hard to get through a single run without feeling like things went wrong for no good reason. Maybe we're just not cut out for the sled life.
Conclusion
Timberline Studio's debut game holds a lot of promise, with writing and animations that are both full to the brim with personality and wit. However, The Red Lantern's core game loop suffers from repetitive, punishingly random events that make the player feel passive and helpless to the whims of fate.
Comments 18
I was really charmed by the trailers, so I might still give this a try, but knowing that you have to fail to ultimately win gives me low-key Breath of Fire: Dragon Quarter vibes, and that wasn't the most rewarding game.
So cute puppys
I've been looking forward to this for a year and a half, but I think what I really want is more likely to be found in the surprise announcement and release of The Long Dark.
Dang, I can feel from the review that this had some potential. Ah well.
@LEGEND_MARIOID Duh it's gonna be good it has PUPPYS
I've had a pretty good time with it despite some roughness and glitches.
The first time I cleared a run was genuinely thrilling because I had made some bad choices and wasn't sure I was going to pull it off. Was really down to the wire.
There's a lot to like about the game, but also a bunch that really feels it should be expanded on, like all the dogs and their traits/abilities. Because when you do see them, it's really cool. Just not enough of it.
The devs have said they plan to add to and evolve the game, so I might return to it, but currently I got a few really fun hours out of it and was okay with my purchase.
Something about making a pack of dogs run you around to find food while you all risk starvation just seems caveman to me
The most fair game I've played in this genre was Windbound.
@ShinyUmbreon This is a major draw, I admit
@LEGEND_MARIOID Indeed its be eaten or eat..
It isn't worth the 20 quid asking price... But on the Russian e shop it's going for a tenner.
If you love dogs get it
Red Lanterns are part of DC Comics, I'm surprised they were allowed to use this name.
This was in my "maybe" list, thanks for the review. Will look around a bit but probably not going to buy this.
@KateGray
'What do forests and dogs have in common? Bark.'
I love the NL sub-title puns. Never top 'em coming - it's a NL tradition at this point.
@ShinyUmbreon Oh no.
I love the concept behind this game, I mean dog sledding is something has has never really been done in video games, but it seems like they went for too much in the way of things outside of the dog sled racing going on. I imagine if they had a more straight forward racing experience with a more adjustable difficulty it would have been better. Otherwise they should have just done something like a mail delivery experience so it would be more focused on survival with simply reaching a destination.
I like the idea that a failed run is a bad dream. That's pretty cool. This looks really cool to be honest. I might get it.
I picked this up the day it came out because I've been looking forward to it! I was unsure at first because of the reviews, but I found I had a really good time. I haven't had the most time to put into it, but I keep playing to try and get through each of the dog's individual growth stories and even started a second save file to get the rest of the dogs. I'm not sure how to get through each dog's story though, so far I've gotten through Iggy's and Barkley's multiple times but I have a harder time with advancing the others or even just getting their first step due to the randomness. It's not for everyone, but I really liked it! Very...Oregon Trail-y, I guess? I loved getting better and closer each run, and getting to the end always feels satisfying. I wish I could skip the credits at the end though once I have already gotten to the end once tho, haha.
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