Audio is much more sparsely used, but in just about the best way to help sell the world as a living, breathing place. Eggnut have done a superb job of bringing the world to life across the board. He cast shadows on objects in real time, and the sense of atmosphere in every room of the game is just incredible. Shop fronts emit glaring hues of light, while neon signs and street lamps illuminate Howard and the other citizens perfectly as they walk past. We play on a 2D plane, but there is a sense of depth to the world, with the bustling streets of this alternate Vancouver full of life and colour. The way the 2D pixel art characters animate is incredible, but even more impressive is how the background and lighting interact with them. I’ve always been fond of the noir setting in various media, but Backbone‘s is probably one of the best I’ve ever witnessed. The second of which would be the audio visual mastery on show. Again, no spoilers here but this tale forms what I’d consider one of the three pillars that make Backbone essential playing. Yet despite the potential to become a confusing mesh of names and places, Eggnut have masterfully crafted a narrative that keeps us in the loop at all times. The twists and turns throughout were interesting, well written, and constantly engaging. Naturally, being a post-noir tale, things soon spiral far beyond a simple case of a cheating husband. She hopes to use the evidence gained to file for divorce, and hopes that Lotor will be able to provide the goods. We play as Howard Lotor, a raccoon PI who is tasked with tracking down an abusive husband by his wife after she suspects him of infidelity. The story is naturally best discovered by the player, but allow me to set the scene. Backbone is a stunning looking game, but these still screenshots don’t do the wonderful animation and lighting justice
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