I need to know
What is this? Point ‘N’ Click “Pulp Adventure thriller” with True Grit.
Date of issue July 18, 2025
Expect to pay USD 16.99
Developer Powerhoof, Dave Lloyd
Publisher Powerhoof
Proven RTX 3060 (laptop), Ryzen 5 5600H, 16 GB RAM
Steam deck Officially “unknown”, but it works great
To combine Couple
We meet Mick Carter as a homeless drifter. Due to the indefinite trauma of past, he abandoned his settled home life in the nameless Australian city for self -sufficient transient existence. He is on his way home, where he was recalled to take part in his mother’s funeral. He does it reluctantly because he brings him closer to the past he deliberately abandoned.
Shit immediately hits the fan. Mick is not only forcibly thrown out of the train carriage by a mysterious, probably supernatural presence, but then he is formulated for the murder of the homeless in a dingy railway crossing in which he found himself. At the beginning, Drifter promises to be a dim study of the character wrapped in the mystery of murder, but it turns out that it is more – belonging to his dethropy.
Drifter calculates as a “adventure thriller with pulp” and does not waste time for this descriptor. Carter is a depression, but nevertheless a strangely peaceful hero, with a friend-if a slightly outdated-Australian material. He is depressed, but not entirely ruined. In fact, when the starting conspiracy is advanced, it turns out to be quite resourceful: drifter traps and clicks generally require a MacGyver -like logic, which means that it is the possibility of using mundane objects to solve seemingly impossible problems.
But Drifter has quieter, seemingly more convoluted ambitions. Initially, the world presents itself as a richly slowed development of cities. His richly illustrated surroundings are a mighty combination of Jan Carpenter Blight (the thought that they live, run away from New York) with noir film tactics. Powerhoof’s pixel art strives for painting, strangely crazy half -realism, darkness and shadows, which makes a grim and prohibiting world that is still tastefully colorful and diverse. The way Powerhoof develops many external expansions of urban drifter in impermeable darkness give them a mood of fascinating unwell diorams.
The studio has a characteristic approach to pixel art, which is a considerable feat. Is not based on the innate charm of style; He has a shaky, somewhat surreal exaggeration. This is a completely different game from CrawlBut it is immediately obvious that he comes from the same team.
Drifter is the joy of placing and interacting. The studio’s approach to the city noir is more classic compared to the haunted state-of-the-art apathy in the suburbs of Norco in the suburbs of Norco, but despite the knowledge of the observed train or the office of a dubious tabloid or on the night graveyard on the horizon, there is something prohibiting melancholic during opening hours. It’s magnetically depressed. But the places where I visit are different as the history progresses, and compressing, noir melancholic flounder as the story develops.
Point elements and clicks are known. Puzzles tend to come down to perform actions in the right order, combining the found objects to create a tool susceptible to the jury or force some events to adapt to my purposes. Powerhoof has developed a clever user interface, which takes a lot of tedious guessing, while providing a lot of information about the current circumstances so as not to lose (or not forget from one session to another). Side thinking is still the order of the day-of course you would employ a petite metal label, recovered from a bowl to unscrew the ventilation!-Though the problem solving is usually carried out: there is no way to be smarter than the recommended sequence of interaction.
Which is fine because Drifter is proud that he is a point adventure and clicks; This is not a mess with a format that he clearly loves. If so, he just wants to make him less blunt and more cordial.
Drifter is an adventure at a mechanical level, with great art-the latter cannot be excessively emphasized-but it cannot be excessively emphasized-but his tendencies to the pulp sat down a bit on some of its more earnest topics. The destructive source of Jildedness Carter is awkwardly brewing the narrative of science fiction high concept, which of course covers travel in time, although towards a gloomy end than the usual fantasy “one more chance”. While some may want to visit the past again to make a good, in a different way an irrevocable failure or disadvantage, Carter just wants forget his past; He doesn’t want to optimize, he wants to erase, the better to deny the pain he was dead with.
This is a refreshingly absolute, refreshingly human, cropping of regret, but when the drifter moves to the maze science fiction territory, and when his bands surrounds the plot much greater than Carter’s circumstances, the game will feel the emotional eye of the rate to promote procedures decompating procedures. As the story progressed, I felt more and more distant than Mick Carter.
As recognized by Powerhoof – and there is true ambition here – this partial failure has a lot in common with the limitations of the convention of species; Within the stenosis, loosely complain from the side and the planned presentation of the subtleties that other media could employ to squeeze the feeling from the carter-gear, attitudes, etc.-were not available. When we leave forbidden, narrowed priests in favor of more bizarre “Ambish”, there are fewer opportunities to feel as if we command a truly shocked character; Carter turns into an avatar of solving problems with solving problems with depressive attitude. Under these circumstances, the emotional influence of his arduous situation is blunted. As a science fiction thriller, drifter is Rote.
There is also a strange tonal inconsistency of supporting characters, such as Hara, a strangely selfless investigator, who in a way that is not able to transform into a signal character, and a reporter whose involvement in developed complexity seems more and more unnecessary, not to mention the more intense characters with whom Carter Reaghaints, who quickly forget his escape.
Can the adventure in point and clicking be good if its story does not stick the landing? The Powerhoof artistic direction and sensitivity to the mood give him great potential to tell such stories without resorting to the stereotype of the Potboiler, and the studio’s approach to the user interface and design of the puzzle is impeccable. Drifter is a great project, but he had to avoid easily shelter the pulp to be a fully captivating adventure.