Promesa had originally caught my eye due to the schedule of adult life whereby a small indie game is often more appealing with their short experiences and uncomplicated mechanics.
Developed by
Julián Palacios Getchman and published by
Fantastico Studio May 2021.
Promesa is a narrative story between Grandfather and Grandson as they converse through memory; attempting to recall those memories.
Promesa’s appeal comes from its abstract design whereby each memory is limited in size and detail, the family home being recalled in various states, whilst significant events start to haze the deeper you explore these linear pathways. Memory recall or Alzheimer’s as I perceived the narrative to be, had tailored the experience of
Promesa to be different per user. The narrative’s Scenes as they are named, being recalled in a randomised order. The randomisation can make or break the experience tonally, with information being fed to you in the wrong order. Myself, did not pick up that it was a narrative between Grandfather, Grandson until digging deeper online post completion. I had thought it was diary entries being read or photographs being looked at.
The crux for many intrigued players hinges on some features that may leave players feeling cold. The first being no save file system which renders
Promesa to be a one time playable experience, post ending or the ending that you are given from your selection of recalled memories. Scene Selection allows and highlights the missing memories you are yet to experience or wish to replay. Although pressing Start which would be your default on the Main Menu will erase all your current progress. As with any explorative or Walking Sim as appropriately dubbed. The players speed and lighting conditions can be adjusted, although boosting your speed by 40% will start to grind on players.
Graphically and asset use on surface can be inconsistent, with some aspects being distorted heavily whilst a corrugated roof for example is perfectly rendered, again. This along with the historical photographs you can find within select Scenes where the distortion levels vary work incredibly subtle to the decay of memory.
Sound design is prompted at the beginning of your experience for full immersion, this is the one occasion where I had just turned my TV instead of a headphones experience, minus the odd setting of music, sound design appeared heavily absent or the few select moments such as footsteps when crossing a street were out of sync with the player due to increased player speed.
The Brief:
Walking Sims are a genre I tend to enjoy, there is little trial and error in most cases although the concept for most of the indie genre Walking Sims tend to fall in the category of “It’s interesting, just not exciting”.
Promesa also falling into that category with an interesting concept but failing to have any excitement or emotion. I applaud the subject of approaching memory. The overall experience will last approximately an hour, even with Scene Selection and with little exploration that you are restricted to will make the majority of the achievements unmissable.
At the time of writing:
- £4.19 | $4.99 | €4.99 and currently available on Xbox, PlayStation, Steam and Nintendo Switch.
- 1.0 TA Ratio with 23 Achievements amounting to 1,000 Gamerscore. Estimated completion of 60 minutes with numerous Walkthroughs on YouTube.
1.83GB download.
2.0