![]() It’s here that the limitations of Primordia‘s visuals becomes apparent. Including Horatio, there must be as little as five robots in the game who move about using their feet. Most of the robots you encounter in the game either hover or remain still. Also worth noting is how human our robotic protagonists feel, all thanks to the friendly blue glows of their eyes. There’s around 50 screens to explore, and the level of detail in each is immense. It’s simply stunning how a palate consisting mostly of browns and greys can be so lush. One of the major appeals of Primordia is the quality of the hand-drawn graphics. It’s also rare that such a text heavy segment should be so engrossing. Almost as soon as you reach Metropol you’re given the opportunity to research a variety of subjects at an information post. Primordia is the sort of game that’s much happier in asking questions than it is answering them, but there are enough clues in the game for you to draw your own conclusions. But to reveal even rudimentary details about the plot developments would be to rob newcomers of the considerable joys of exploring and learning about the world of Primordia. Of course, by the time you get to Metropol the stakes are raised significantly, until even Horatio admits that it’s no longer just about a power core. Through subtle clues, clever wordplay and references that only initially seem obscure, this brilliantly realized world slowly reveals itself. Beautifully drawn and rich in mythology, philosophy, religion and political intrigue, at no point are you told what to think, what to look at or even, really, where to go. It’s interesting to play as a character so unmoved by the world around him, especially since Horatio’s world is so undeniably fascinating. Almost entirely driven by necessity, it’s only when all other avenues have been exhausted that Horatio reluctantly travels to Metropol. But as you can only find a temporary solution, it soon becomes necessary to find (or build) a whole new power core. Your most pressing task is to repair your electric generator, without which Horatio and Crispin won’t survive for long. Yet whilst many games would use this as an impetus for immediate action (and possibly revenge), Horatio just… sort of gets on with things. ![]() But one day, a formidable robot called SCRAPER (Subway Construction, Repair, And Precision Excavation Robot) shatters their world, stealing their power core and fleeing to Metropol. Horatio, though, knows that to travel to Metropol will bring trouble. Inspired by the constant propaganda broadcasts concerning the nearby city of Metropol, he longs to travel. Crispin, on the other hand, has itchy feet. Immediately you get the impression that Horatio, if not happy, is fulfilled. Living on a sort of broken airship called the UNNIIC, they spend their days fixing things using scrap from nearby junkyards. He’s a stoic robot who hangs out in the sticks with Crispin, a sarcastic friend of his own creation. In a world that’s strangely devoid of humans and sunlight, you play as Horatio Nullbuilt. Her vision of justice is a matter of ones and zeroes, unclouded by sentiments of mercy or anger: perfect, unflinching fairness. Law clerk to the famed legal robot Arbiter, Clarity Arbiterbuilt was built to embody - physically, and ideologically - the ideal of justice. But the art, writing and design, and the vast majority of the programming were all handed by Wormwood Studios, a team of four core members.Ĭharacters Descriptions by Primordia writer Mark Yohalem: ![]() As a result, they also offered quality control and coding assistance, which apparently included some advice about puzzles. They brought in Nathaniel Chambers to do the music, sound effects and voice processing, and enlisted their usual stable of voice actors.īeing responsible for some of the most popular indie graphic adventure games ( Resonance, Gemini Rue, The Shivah and the Blackwell series), Wadjet Eye know a thing or two about the genre. Victor agreed, and Wadjet Eye took over responsibility for the audio component of the game, as well as its marketing and distribution. It was designed and about halfway to completion when Dave Gilbert of Wadjet Eye approached Victor Pflug, the artist and team lead, about publishing the game. Primordia is the product of a collaboration of sorts between Wadjet Eye Games and Wormwood Studios.
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