Initial release date: July 17, 2024

Platforms: PlayStation 5, Xbox Series X and Series S, GeForce Now, Microsoft Windows

Engine: Unreal Engine 5

Developer: Critical Hit Games

Genres: Adventure game, Adventure

Publisher: Plaion

I wish going to dystopian hellholes was more fun, but the concept seems a little hollow given the constant possibility of really becoming one. I had a decent time playing Nobody Wants to Die, a noir mystery adventure game from Polish developer Critical Hit Games, even with that threat hanging over my head. In this 2200s setting, players assume the character of James Karra, a detective on leave who must adjust to his new body and complete its synchronization. Because it is against the law to not have a backup consciousness transfer when your body passes away, nobody truly gets to die in Nobody Wants to Die.

Though the concept of immortality by consciousness transfer is not new in science fiction, Nobody Wants to Die presents it in a frighteningly realistic manner. It seems a little too close to home for corporate corporations to fund laws that make it unlawful to not purchase their products in the United States. However, James Karra finds himself powerless when the chief of police calls and asks that something be ignored. It turns out that the man who invented the physical form of mind transfer, known as ichorite, is discovered dead in his high-rise apartment above the clouds. Even while the chief wants this inquiry to be as routine as possible, Karra can’t help but feel that there’s more going on than what first appears.

The scenario follows the model established by other noir media almost exactly, with very little variance. Is it any surprise that James Karra struggles with alcoholism? a deceased spouse? An enclosed space within his apartment? A very stern and uninviting character? A deceased companion? An unhappy past? I suppose melancholy, uncertainty, and loss are inevitable when one lives past a century. All of it makes sense in Nobody Wants to Die, but putting it all down like I have above makes it sound absurd. Karra carries a lot of it on his own, but is this man doomed? How can one individual have so much misfortune?

Naturally, as you travel some of the horrifying parts of New York City that have not weathered well over time, Karra’s life doesn’t seem all that horrible. There isn’t a single living tree in all of Central Park. The slums are little more than a shanty town with wooden shacks concealing subterranean hovels; they are appropriately titled but lack the neighborhood character that most burroughs in New York City enjoy. Nobody Wants to Die, a critically acclaimed game by Games, features a very intriguing universe with a decopunk look that perfectly complements the neo-noir story and gorgeous set pieces in every scene.

Karra has several resources at his disposal to aid in his research. Above all, the reconstructor, which lets Karra turn back time as he finds more details and hints regarding homicides. The reconstructor is a neat tool since, once the scenario is fully unlocked, you can kind of fast-forward or reverse it, but typically just with a single character. In addition to the reconstructor, he also has an x-ray machine to see cables under floors and in walls, a UV light to primarily detect footprints, and a regular camera for taking photos.

Karra represents hints on a floor grid with liquor bottles and other trinkets, away from the scene. The player’s task is to use these hints and draw conclusions in order to formulate a hypothesis. The feedback provided by Nobody Wants to Die is excellent; it informs the player of whether or not they have drawn the right conclusions. Occasionally, Sara, James’ new partner, who works remotely and communicates with Karra via an earphone, will present fresh evidence.

Unfortunately, even though you’ll be utilizing these technologies frequently, the game isn’t really lengthy enough to allow you to escape the confines and remain focused on the primary plot. This neo-noir thriller is comparatively brief in addition to being highly linear. I adore that, as well as the notion of a developer who is adept at managing a project. The length of Nobody Wants to Die is precisely right, and you’ll know when you’re done. The fact that I was only able to observe a small portion of the world’s apparent abundance and fullness bothered me. I hope Critical Hit Games has more stories to tell in the universe they’ve built because I want to stay in this world a little bit longer.

Transferring consciousness is not without problems. Due to his recent awareness transfer, Karra has problems during the game and needs to take a medication known as ambrosia. This is interwoven narratively with a few sequences, and Nobody Wants to Die effectively employs the effects in a number of the investigations. This and other thoughtful touches truly make Nobody Wants to Die resonate because, like Karra, you can’t be entirely sure that what you’re seeing is what you’re getting. The hallucinations and desynchronization problems that accompany the consciousness transfer are too much for Karra to handle.

The cost of the eleven-hour game is reasonable. I probably will replay it to finish off achievements and make sure I didn’t miss anything the first time around. Although the game is short, it is well-thought-out and engaging. The majority of the game is on-rails, meaning you can’t advance until you follow the instructions perfectly, and there isn’t any combat. Nobody Wants to Die gives the player very little agency, yet some of the decisions they make do alter the way certain things work out in the end.

Review Overview

Gameplay – 78%

Story – 82%

Aesthetics – 80%

Content – 75%

Accessibility – 70%

Value – 76%

Overall Rating – 77%

Good

Summary: Nobody Wants to Die is a must-have for fans of mystery, adventure, and noir. It was a thought-provoking experience that had me doubting the world Karra was living in for the majority of the game.

By Chris

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