โพสต์: 27 มกราคม
I just finished the game Kairo and I must say that I am disappointed. Let me tell you why:
(Caution: minor spoilers ahead)
First of all I expected a little more story. Sadly there is absolutely none. Before playing it I also thought that there's maybe a connection to the city Cairo in Egypt, but there is no connection at all (as far as I experienced it). The only "clues" you get in the game are some blurry pictures and unrecognizable audio tunes which serves no purpose. A deeper meaning? I doubt it. And for an art-project this seems all too random and poorly conceived. When I finished the game I was as smart as before. Mostly I didn't even know, what I was doing and for what purpose. Who build these puzzles and why? And why do I have to solve them? But that's my second point of criticism: the riddles.
The riddles are sometimes too simple, and sometimes you don't have a clue what you should be doing and the game doesn't give you any hints regarding the puzzle. Some of these riddles I solved by pure luck, bashing buttons and trying it over and over again. Even after I finished some of these, I couldn't tell you how I solved it. But most of the riddles based just on pushing the right button at the right time. Not much fun and also not very clever for a puzzle game...
And there are also rooms without any importance to the main riddle, but you can't recognize, which rooms are important and which are just "corridors" to other rooms. There is no clear path in this game. Some may call this "concept" or "open world", but I think the developers just had not enough time (or talent) to generate a clear guideline for the player. And that is my third point of criticism: the level design.
All you do in this game is walk. And walk. And walk. After playing it a few hours, I constatly use the "sprint"-key, just to get where I want to, faster. Because every room is enormous and vast. At first this is actually cool, but after a few riddles it is just annoying. Yeah, I understand - big landscapes: cool! But the levels don't include too many details and it's getting boring. concrete wall on concrete wall. So here's my final point of criticism: the look of the game.
Sure, this is not a AAA-game by some major game developer, but the game looks like it's from 1995. The rooms and places look too clean and dull, there's no life or fun in these corridors and halls. So the walking gets very frustrating, because you walk through dull rooms all the time, solving very easy (or "what-the-hell-do-I-have-to-do") puzzles without even knowing what purpose for... And the end screen (which appears very soon) gives you no solution what you just accomplished.
One good thing in Kairo is the soundtrack. It is deep and athmospheric and it prevents the game to get even more boring.
So all in all I was disappointed. The game was indeed too short (6 hours), but because I got sick of running around in circles I was happy when the end screen appeared.
The game would surely be better, if there actually was a story or maybe even a connection to the city of Cairo. I could even imagine a game about the political / social struggle in Egypt and the history and the culture of Cairo. Unfortunate, Kairo had potental, but the poor game design and the absence of story just killed the whole game.