An uninteresting slice of a post-apocalyptic RPG

Jun 14, 2023 17:03 GMT  ·  By

Broken Roads is one of my most anticipated RPGs this year, not counting heavy hitters like Baldur’s Gate 3 and Warhammer 40,000: Rogue Trader. I’ve been following its development since the game was announced a few years ago, and I sincerely hope it will meet RPG fans’ expectations.

For those who haven’t heard about Broken Roads, this is an RPG that focuses heavily on the narrative. The game features a turn-based combat system and it’s set in a post-apocalyptic world. After spending a few hours with the demo that’s now available on Steam, I’m intrigued by the approach and believe that this slice of the game doesn’t do the game justice (or at least I hope so).

The final version of the game will feature four classes to choose from, but the demo only lets you play as Hired Gun. It’s a good choice for those very few combat encounters, but if you want to take a more diplomatic approach, you’ll have to wait for the full game.

The famous Moral Compass that put Broken Roads on my radar initially is basically an alternative to the traditional alignment system from Dungeons & Dragons. However, instead of having Lawful, Chaotic, and Neutral (and their respective variations), Broken Roads proposes four modern archetypes: utilitarian, nihilist, Machiavellian, and humanist.

Broken Roads
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Depending on what paths you choose when you create your character, you might be locked out of some dialog options. Since the game doesn’t reduce things to good and evil, I think it’s a more appropriate categorization of the choices you make.

My first true encounter didn’t end up well, even though I had the “correct” alignment, so I suspect you need to pass some hidden checks to get the desired outcome. The first few missions are meant to introduce you to the main characters and the Australian environments. I confess, I didn’t really like this first part of the game. It’s a bit boring and uninteresting and the combat doesn’t help either.

Although the game features a pretty deep progression system, combat feels rather barebones. Characters use firearms that have a hitting chance based on the distance you are from the target. Sniper rifles require players to be farther from their targets, while rifles have a high hit chance at medium range. If you’re using pistols and shotguns, it’s preferable to be as close to the target as possible.

I don’t know if the game features a cover system, but I didn’t need to find any since my fights usually end up in 3-4 turns. I’m not sure if I was that lucky, but more of my shots were critical hits so they did a lot of damage. Having a team of characters that cover a wide range of weaponry is also helpful since you’re basically ready for all types of scenarios.

Sadly, just when the shit hits the fan and you’re supposed to actually get a more in-depth look at the combat system, the demo ends. It’s also exactly the moment when the story really starts to pick up. That being said, I still think the writing is ok and the hand-drawn visuals quite appealing.

Conclusion

I’m a little bit disappointed by this slice of Broken Roads, but I still think this will end up as an indie gem. Perhaps choosing a very small part of the game that isn’t really representative of the final product was a mistake, but at least I won’t have to do this all over again when the game launches later this year.

Broken Roads will continue to be on my wishlist because I’m confident that it will eventually deliver. Despite not being grabbed by the demo, I’m still curious to see where the story goes because the setting and premise are interesting.

Preview based on the demo version.

Broken Roads screenshots (11 Images)

Broken Roads key art
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