Dark Nights with Poe and Munro Review
Dark Nights with Poe and Munro is an indie game developed by D’Avekki Studios. This point-and-click, episodic game is jam-packed with all sorts of eerie, bizarre, unexplained events that make for a compelling concept but could be stronger in execution.
In all fairness, it is fantastic that games and TV are starting to become vastly intersectional in the form of FMVs and cinematics. It is a specific kind of niche that I have not thoroughly explored. If I am being honest, I have been reluctant to dive deeper into that genre. I tend to get bored with point-and-click games. With the exception of a select few (i.e. The Nancy Drew game series), I find myself sitting back every hour or so and asking myself the same question: Does any of this even matter?
You play as two local radio hosts, John Poe and Ellis Munro. In a bit of a stereotypical fashion, John is gruff and cynical while Ellis is a bit doe-eyed and optimistic. They foil each other in that way and it sets up for some interesting character and plot developments as we progress further into the game. Also, from both subtle and not-so-subtle moments, the two are having an affair.
In this six-part TV-like episodic game, the player casually gets thrown into the story as we watch Poe and Munro go on a series of whimsical and supernatural adventures. Each episode is not connected aside from the occasional callback. As mentioned before, the concept itself is entirely fascinating. As a matter of fact, in most FMV games (Telling Lies, Her Story, etc.), players are often thrown into the deep end of the pool and told to figure out how to swim when it comes to gameplay mechanics. On one hand, this does perpetuate a more immersed, cinematic experience. But, the outlying issue here is that I cannot puzzle any of the mysteries that our plucky heroines set out together on because they are doing the work for me. Dark Nights with Poe and Munro toes the fine line that separates it from the TV genre and if I may be so bold comes very close to slipping off.
The point-and-click in this game is a bit visually unappealing. I cannot account for this on a PC, but playing it on a PS4 console meant that players had to scroll their thumbstick back and forth between the different choices. There was also a timer that ticked down as players made up their minds on what to do. However, there was no way for a player to know which decision meant what. I do not know if it is because I went into this playthrough completely blind, but almost every other choice felt like a shot in the dark — I did not know if I was going to make the “good” choice or the “bad” choice. But, a part of me did not care.
The overall lack of investment I had with the characters and plot was a bit deflating. I went into this FMV game expecting to become engrossed in the mystery (I had a notebook and pen ready!), but all I got was the occasional point-and-click and a series of stand-alone stories that were almost too bizarre to dive right into. Admittedly, the last three episodes in Dark Nights with Poe and Munro were much stronger compared to the first three. By then, the foundation had been laid and I could see that the actors felt more defined in their roles. I also felt like the chemistry between the characters Poe and Munroe had become more amusing to watch as opposed to it being awkward and clunky. Honestly, a part of me wonders if with a bit of polishing and fine-tuning this game could be on par with being excellent. What I played felt more like a rough draft than the final product.
Finally, this game was clearly a pure labour of love, so, I can appreciate the intent that went in with making it. If I had to judge based on the gaming experience I had, I cannot help but feel a little dissatisfied… but there is a beacon of light through all of my mixed feelings. I am entirely hopeful that there are greater strides that can be met with not just Dark Nights with Poe and Munro but also the future of FMV games.
Dark Nights with Poe and Munro (Reviewed on PlayStation 4)
Game is enjoyable, outweighing the issues there may be.
There is a lot of potential in Dark Nights with Poe and Munro. But, I needed the player to have a more active role rather than a passive one. But, perhaps there is an audience out there for this game and I just may not be it.
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