{"id":47138,"date":"2024-04-10T19:46:31","date_gmt":"2024-04-10T18:46:31","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/broken-roads-review\/"},"modified":"2024-04-10T19:46:31","modified_gmt":"2024-04-10T18:46:31","slug":"broken-roads-review","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/broken-roads-review\/","title":{"rendered":"Broken Roads Review"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>This might sound familiar: a devastating tragedy has ushered in the apocalypse, and in its wake people have been forced to adapt to a harsh, lawless climate. Australian studio Drop Bear Bytes has designed a classic turn-based RPG set in (you guessed it) a post-apocalyptic Australia, reducing it to an unforgiving desert full of man-eating spiders, raiders, and even bloodthirsty kangaroos. While that setup is a little too familiar, what&#8217;s supposed to set Broken Roads apart is an intricate morality system alongside its more traditional RPG character sheet. That seems incredibly promising at first, making me look forward to tackling some difficult moral questions \u2013 but after 30 hours of play, it\u2019s clear Broken Roads falls distinctly short of its own goals, to the point it feels somewhat unfinished. <\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<section data-transform=\"slideshow\" data-slug=\"broken-roads-gameplay-screenshots\" data-value=\"broken-roads-gameplay-screenshots\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>The specific circumstances under which you meet your adventuring party change depending on your background, but generally nothing connects you to the group of characters you travel with other than bad fortune. You\u2019ll always end up travelling to the town of Brookton, which is quickly attacked by raiders from a technologically advanced settlement and burned to the ground, and then inexplicably stay with the town\u2019s only survivors instead of going back to wherever you came from. Broken Road\u2019s characters and plot are immediately so paper thin that they\u2019re genuinely difficult to talk about \u2013 you\u2019re introduced to a bunch of people who don\u2019t have much personality other than being hard boiled survivors, and then you essentially become responsible for finding them a new home. Why are you getting involved? Why do a bunch of strangers trust you to make the hard decisions? Party members mostly don\u2019t speak again after their initial introduction, so it\u2019s difficult to tell. Broken Roads even introduces some magical realism later on to keep things interesting, but these plot points aren\u2019t really set up well. <\/p>\n<section data-transform=\"quoteBox\">The morality system is interesting in theory, but falls pretty flat.<\/section>\n<p>The question at the heart of this story is one many post apocalyptic games ask: who decides who should live and who should die? But Broken Roads just doesn\u2019t have any interesting answers, which is particularly disappointing when an intricate morality system is supposed to be its centrepiece. Where other RPGs are happy to let you choose a rough alignment such as lawful good or neutral evil and call it a day, Broken Roads describes character morality by using actual philosophical principles and gives you a full questionnaire to determine your character\u2019s beliefs. Are you a Nihilist who puts themselves first in any given situation, or are you more of a Humanist who wants the best possible outcome for the largest number of people? That\u2019s interesting in theory, but because you have so little control over what happens, this idea falls pretty flat. <\/p>\n<section data-transform=\"poll\" data-id=\"62a391c7-b52e-46a8-be05-08f37fd850a1\"><\/section>\n<p>There are very few conversations involving a moral choice in the first place, and you\u2019re locked out of pretty much all other conversation options once you\u2019ve started down a given alignment path, leaving no opportunities to try something drastically different later. In that way, the hard decisions Broken Roads teases you with are actually pretty straightforward, and the story doesn\u2019t change in any interesting ways from the very few moral choices you <em>can <\/em>make anyway. For example, you can involve yourself in a town\u2019s elections, but which mayor gets chosen doesn\u2019t have any consequences on the larger events, and isn\u2019t even brought up again in any meaningful way after the fact. <\/p>\n<p>One time I even rescued a person only for them to die immediately afterwards, completely without explanation or acknowledgement from any other characters. This could well be a bug, but it\u2019s by no means clear \u2013 sometimes quests fail or resolve themselves if you don\u2019t get to them in time, though these similarly have no effect that I can see on the storyline or your party. I went back a few times to see if different decisions would dramatically change anything, but they largely boiled down to disappointing dialogue differences: do you want to be mean or helpful? Broken Roads didn\u2019t give me enough reasons to care about what I was doing as a result, and when I <em>did<\/em> make the effort, the rewards were pretty paltry. <\/p>\n<section data-transform=\"quoteBox\">Broken Roads is often just a long line of fetch quests.<\/section>\n<p>Broken Roads is often just a long line of fetch quests, which doesn\u2019t really make it feel as if you\u2019re fighting for survival in the Outback. It\u2019s also frequently tedious stuff \u2013 in order to infiltrate a community of philosophers, I have to talk to <em>everyone<\/em>, debate some characters in philosophy, and then scour several cities for a collection of philosophy books before I can proceed. This does make some sense, I\u2019m making an effort in order to befriend a community, after all. It\u2019s just\u2026 not fun to do, and it\u2019s often not clear that you need to complete a random side quest to actually continue with the main task. Sometimes a character will ask me something, but forget important details (for example, exactly how many of a specific item they are actually asking for), leaving me to look it up in the journal. A lot of quests are busy work with no alternative, like exhausting every conversation option with a character. Sometimes, I even had to repeat conversations I already had in order to advance a quest. Broken Roads either tells me exactly where to go, or it tells me nothing at all, and both can be equally frustrating.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"broken-roads-official-launch-trailer-triple-i-initiative-showcase\" data-loop=\"\"><\/section>\n<p>You can get into fights along the way, though battles happen very rarely either as part of the story (which can mostly be avoided) or as random encounters while travelling the world map (which you can choose to flee from). Combat, which is turn-based in classic RPG fashion, is incredibly frustrating thanks to a very rudimentary UI that makes choosing targets difficult, as well as enemy AI that makes opponents do almost nothing but attack you constantly \u2013 even if they kill their allies or set themselves on fire in the process. It doesn\u2019t really matter whether you fight a band of raiders or some angry kangaroos, as these fights play out pretty much the same every time, hampered by slow animations, a lack of enemy variety, bugs, and few really interesting skills to shake things up.<\/p>\n<section data-transform=\"user-list\" data-id=\"113122\" data-slug=\"malindys-favourite-turn-based-rpgs\" data-nickname=\"Malindy\"><\/section>\n<p>Speaking of angry kangaroos \u2013 while it\u2019s not very exciting to look at, a lot of love has clearly gone into Broken Roads\u2019 Australian setting. The writing contains plenty of Australian in-jokes and a lot of slang that those of us who don\u2019t speak Aussie can even hover over for a translation. And though it may not deliver in terms of story, the writing is very detailed and atmospheric, even if the occasional voice-over narration is pretty difficult to listen to. It\u2019s just a shame that writing doesn\u2019t deliver where it matters most.<\/p>\n<\/section>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/broken-roads-review\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This might sound familiar: a devastating tragedy has ushered in the apocalypse, and in its wake people have been forced to adapt to a harsh, lawless climate. Australian studio Drop Bear Bytes has designed a classic turn-based RPG set in (you guessed it) a post-apocalyptic Australia, reducing it to an unforgiving desert full of man-eating<\/p>\n","protected":false},"author":3,"featured_media":47139,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,9],"tags":[7507,10681,4864,6759,170,321,3055,3856,7326,1069],"class_list":["post-47138","post","type-post","status-publish","format-standard","has-post-thumbnail","category-pc","category-reviews","tag-apocalypse","tag-devastating","tag-familiar","tag-forced","tag-have","tag-people","tag-sound","tag-tragedy","tag-ushered","tag-wake"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Broken Roads Review | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Broken Roads Review for free, here on XtremeServers. 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