In an alternate reality where people actually play point-and-click games,
Primordia is a fondly remembered classic of the genre, spawning countless imitators and inspiring generations of game designers with its gorgeous visual direction, idea of a fascinating post-human world and memorable characters. While it is indeed a tough challenge to objectively quantify how popular an artwork actually is, I feel safe assigning Primordia a recognition level of
not nearly enoughPrimordia is engrossing, endearing and entertaining. It starts with a short introductory cutscene where the two main characters are introduced - the deadpan, stoic protagonist Horatio and his charming comic-relief sidekick Crispin. They live a reclusive, quiet life, until a hostile machine invades their home and steals the power core - retrieval of which remains the guiding objective throughout the entire game. Forced to leave their secluded desert shelter, they soon find themselves in the city of Metropol, delving deeper and deeper into the history and intrigues that shaped the dystopia they reluctantly explore.
The relationship between the two is with no doubt one of the game's strongest selling points. On one side, it's a reliable, instantly recognisable goofy-guy-deadpan-guy pairing, functioning especially well here as a contrast to the grim reality. Ever since the
Wasteland game, moments of comic relief accompany bleak postapocalyptic landscapes to prevent the atmosphere becoming too oppressive to enjoy. On the other side, Horacio is by all means and purposes a father of Crispin, having built him according to his own design. While not shying away from challenging his ideas, Crispin lets his mask of tease slide down sometimes, revealing a deep affection and respect to Horacio, his father figure.
One of the funniest and most heartfelt moments when this aspect of the relationship comes to the light is an optional puzzle where Horacio helps Crispin get over his timidness and speak to another robot he likes. It's an interesting twist on the formula by itself, expanded on by the tension arising from the fact that Horacio had the opportunity to shape Crispin in whatever way he desired. Was creating a companion that questions him a purposeful act, or did he leave in the design a space of freedom for Crispin to develop a personality on his own? I feel this fragment from the
short story on the game's official site is the best way to sum up this train of thought -
Horatio pre-loaded a lot of data when he built me. For example, all these words, our core logic, how to field-strip a screw (is that right?) and tie seventeen kinds of knots. You would think he would have filled us up with this nonsense in his Gospel. But, no. "You can always ask, Crispin."The internal struggle between the predestined identity devised by one's creator and the freedom of continuous development is probably the main theme shaping the narrative of the game, along with its extension in form of characters whose purposes are either fulfilled or no longer valid, forcing them to find new guiding principles and values. The writers did not stop there however, delving into questions concerning the nature of law along with the problem of unjust law, problematic nature of established knowledge
(understood in this case as a collection of facts about the world) and its interaction with the threats of censorship or malicious interventions, the role of imagined visions of the past in shaping the identity of a person or a society, struggle between a chase for an utopia and respect for personal freedom and many, many more. Multitude of themes and ideas at play in Primordia shows just how much love and heart the devs have poured into their work.
Setting of the game, being not just a delivery vector for the inquires and questions concerning general ideas shaping the world, is also genuinely interesting as an imagined world with an expansive history and lore. That exploration is somehow constrained by the game's relatively short playtime. Still, almost every encounter is not just an obstacle to overcome or a plot device, but brings with itself revelations concerning the broader background of the setting. My favorite example of this would probably be
the alien robot who might be communicated with only through the radio, their surname created with a different rule than the one player is used to at this point.
One cannot forget to mention the game's gorgeous, distinctive and imaginative artstyle. Drawing inspirations not just from the classic postapocalyptic visages of
Mad Max 2's ramshackle, improvised bricolages, added to the mix have been features of H.R.Giger's skeletal, oppressive sharp forms and Art Nouveau sleek architecture,
(the latter mostly in the design of Metropol) creating a truly distinctive and fascinating vision. It's a shame how the low resolution of the game does not do the style justice, sometimes turning the characters and objects into featureless brownish-grayish pixel blobs with a hint of blue.
With the game being as great as it is, there are some grievances that stopped me from giving the game a full 5/5 rating. Apart from clunky interface and already mentioned low resolution, the design of some of the riddles leaves a lot to be desired. There is some pixel hunting, not helped by the points of interest blending with background sometimes. The biggest offender here would probably be the
hatch on a car in the sewers. Some may find the puzzles to be obtuse, especially with how many of them presuppose either some knowledge, or intuition, concerning the programming principles and formal logic. However, the toughest puzzles usually have some kind of alternative
skip solution and the Crispin is always there with optional tips prodding the player in the right direction, so I believe this problem to be alleviated somehow
(except for the Primer's puzzle, where a critical clue for the "right" solution is hidden in an unrepeatable piece of dialogue. Ugh).
Still, Primordia remains to me one of the most original and inventive worlds ever created. With witty dialogue, interesting setting and charming characters, it manages to present one of the best post-human
(and yet still very humanistic) narratives in gaming, and perhaps among even cultural works in their entirety.