Sights & Sounds Hues are for suckers [*] Even the oldest color monitors were 4-bit, permitting nerds in the 80s to finally see in a stunning array of 16 colors in an incredible 100x100 resolution without leaving the darkness of their mothers' basements (provided they were willing to fork over the money for an expensive adapter) [*] Eventually they kept raising two to higher and higher powers until we stopped thinking about color depth altogether. Darq said "fuck all that" to the decades of technological advancement and decided that shades of gray were good enough [*] I suppose that Darq isn't entirely black and white; as you progress, you'll get a subtle pink hue imparted by an emergency light, notice the almost imperceptible yellow glow of a sodium lamp, or spot the pale blue of a sparking wire [*] And while the world never really burst into a wide spectrum of colors, your eyes will eventually adjust to pick out the muted palette of some interior settings. It's a strange visual effect. It's almost as though the colors are muted disproportionately to the light levels. Very eerie [*] Another noticeable bold choice Darq makes is the near absence of a soundtrack. Oh, sure, if you go look it up, you'll find a nice track listing of haunting orchestral music, but little to none of that shows up until you see the credits roll [*] The sound design, conversely, is very in-your-face. Beyond the nearly constant machine droning emitted by the various puzzle contraptions you encounter, you'll hear tons of squeaking gears, crunchy footsteps, and a healthy dose of " Inception noises as you make your way through the game. It sounds like lower frequencies are boosted and maybe compressed, making them sound more punchy and distorted Story & Vibes Tim Burton presents [*] Being an artsy puzzle game, there's no overt narrative in Darq . You just go through your your moody, surreal puzzles in a dimly-lit world until the game ends more or less where it began [*] Instead, Darq is all about the vibes. The cacophonous sound effects and lack of light build an unsettling atmosphere, as does the absence of music [*] The creepy air ramps up a bit once you begin encountering the blind, pale, twisted inhabitants that would like nothing more than to wring the protagonist's impossibly skinny neck [*] Speaking of the protagonist, the exaggerated size of his facial features and head in proportion to his rail-thin frame reminded me of characters from The Nightmare Before Christmas and James and the Giant Peach Playability & Replayability A new perspective [*] Darq is a puzzle adventure game where there isn't really a stated goal other than to move forward. You start off in your bedroom (serving as a hub world), go to bed, and wake up in a new puzzle-filled reality in a spooky setting. At the end of the stage, you return to your room to repeat the process anew [*] On the whole, the puzzle variety was quite good. I was pleasantly surprised to find that there was little to no block-pushing mechanics, which are the definitive hallmark of an uncreative puzzle game [*] Instead, Darq will test your perception. Our protagonist has the very interesting ability to walk up or down whatever surface is in front of him. See a wall? No bother! Just plant a foot on it and keep walking. The screen will rotate to keep your character vertical [*] This perception-shifting meshes well with the other more traditional puzzle elements like switches, item assembly, sequencing, and timing. The little gameplay twist makes for some truly clever puzzles [*] The most notable of these, in my view, is the level taking place at the intersection of two city streets. At the middle of the intersection is a pair of hanging rings; grabbing these and pressing left or right will shift the world 90 degrees, permitting you to see a single side of one of the streets depending on the way you rotate. Very cool [*] Remember those monsters I mentioned? Yeah, you'll need to avoid them. The good news is that they're blind, but the bad news is that they're very capable of hearing you. You'll need to sneak using the dedicated control to get past them unnoticed [*] I got all of the achievements in the main game as well as all of the non-speedrunning achievements in the DLC included in the Complete Edition, so I'm not feeling a replay anytime soon. I just don't get much enjoyment out of speedrunning Overall Impressions & Performance First try [*] It's hard not to be impressed by the fact that this was the developer's first game. I've tried a number of people's first Unity projects, and I rarely come away with this positive of an impression [*] He clearly had a vision in mind when putting together this game. The strong artistic choices that are simultaneously minimalist in most ways but excessive in some make this a memorable game [*] And it's always nice to get a breath of fresh air in the puzzle scene. The most similar game I can think of that matches Darq in tone and gameplay is Creaks , though I can see some similarities to PLAYDEAD titles like Limbo and Inside [*] The game performed quite well on the Steam Deck. I'm not sure why, but these compact, artsy puzzle titles feel perfect for the platform Final Verdict 7.0 /10. The strong audiovisual design plays well with Darq 's creative puzzle mechanics, putting an interesting twist on a well-trodden genre. While some lore, narrative, or objective could have enhanced the experience a little, this is still a worthwhile experience for those looking for something a little creepy and mysterious
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