marchi11
Athens, Attiki, Greece
:INSIDE_boy:
:INSIDE_boy:
Currently Offline
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25
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Joe Richardson delivers another great point-and-click adventure with "Death of the Reprobate". Sticking to his signature visual style—crafted from cutouts of Renaissance paintings—he once again creates a bizarre world teeming with eccentric characters and surreal events. The writing shines with witty dialogue and an engaging narrative, filled with hilariously irreverent and often borderline perverse moments. However, the puzzles feel overly simplistic, lacking the creativity and challenge found in the previous games of the trilogy. Despite this, "Death of the Reprobate" remains a uniquely immersive experience that leaves a lasting impression.


Manometer: 8/10



The good
- Stunning collage-style visuals using Renaissance painting cutouts, giving the game its unmistakable identity.
- A richly detailed world where every corner brims with absurdity, pulling you into an alternate timeline that feels like stepping inside a peculiar, mischievous work of art.
- Inspiring writing. Sharp, dark humor-filled dialogue packed with irony and hilarious moments.
- Memorable characters, both visually and personality-wise. The world is filled with odd figures with outlandish habits. You’ll want to speak with every single one of them.
- Excellent use of classical music. Each screen features a unique track that enhances the Renaissance atmosphere, with musicians visibly present and interactive.
- Cool story with bizarre tasks leading up to an unexpected, epic finale.
- Quirky interactive moments like slapping characters, sketching drawings, or praying at shrines, though I wish there were more of them.
- Streamlined, responsive controls unlike a lot of slow burn point and click adventures out there. The protagonist moves swiftly, there’s a double-click to run, dialogue skipping, an interactive-element reveal button, and a helpful hint-giving character.
- The most polished visual presentation of Richardson’s work yet, with refined animations, sleek dialogue displays, and well-designed menus.


The bad
- Puzzles feel too straightforward. While they follow their own bizarre logic, they lack challenge—characters tend to overexplain solutions, and there aren’t enough objects or interactive points to create complex mechanics. Compared to previous games, puzzles seem supplementary rather than central to the gameplay.
- Limited interactive elements per screen. With so much happening visually, additional protagonist commentary or small interactions could make it even more entertaining and the world would feel even more alive.
Recent Activity
5 hrs on record
last played on May 7
4.3 hrs on record
last played on May 4
16.3 hrs on record
last played on Apr 29