Actions that increase your awesomeness rating, but are not mandatory, will be bulleted and written in plaintext.Mandatory actions will be bulleted and written in boldface.Expressing justifiably how a game that plays decently and that captivated me when I first saw it, but now just feeling apathetic towards is a unique situation for me.A description of events will be written in plaintext. Given how the visuals are jarring at times when it comes to character models speaking, or how many repeated enemies you faced on screen at a time, this was worrying to say the least. This led to the stark realisation that I had little motivation beyond the gameplay to carry on playing. Perhaps this was the point, but it meant I didn’t enjoy it. This led me to hate the world they inhabited and not care at all about what happened. I hated the protagonist for being a pawn in someone else’s war, I hated the bad guys for being detestable, I hated the citizens for being too weird or too plain, I especially hated how “Her” kept on referring to the protagonist as a puppy. No, the main problem I had with Ruiner is that I hated everyone in it. It isn’t even the theme or the overall story which, despite being somewhat short, is at times gripping. It sure as heck isn’t the gameplay which is slick and well executed mostly. It’s difficult to put into words why I didn’t get on with it despite it ticking several boxes. Now we come to the crux of it and why I found this game hard to review. It reminds me of several dystopian settings found in film – Blade Runner, The Fifth Element, and Akira spring heavily to mind – yet the entire point of the game is to get to the end of each level and kill a boss before progressing onward. To put it bluntly, the world that it takes place in is utterly bleak and depressing. Yet the ultra-violent nature of Ruiner is offset by something more troublesome for me. In fact, the only real problem is that occasionally characters will talk on-screen and only text will show up, leaving them awkwardly bobbing for a few seconds. While the soundtrack is nowhere near as catchy as, say, Syndicate was, it has a similar vibe to it. Flashes of 2D art will appear at times, but they’re not all that intrusive. Dark and foreboding do not begin to describe the industrial complexes the action takes place in. Initially the game looks rather slick from its isometric perspective.
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