PC Gamer UK 01.2021 @InternationalPress75

(NONE2021) #1
This isn’t easily comparable to
anything else, something that
becomes apparent within seconds
of taking your first dash across a
field. Your sprint is powered by
your spirit meter, which is depleted
rapidly but can be
constantly topped up
by shooting the many
floating talismans
scattered throughout
the entire game.
Even shooting
arrows is nothing like
a traditional action
game. When you get
close enough to a target and/or point
the camera towards it, it’s
automatically highlighted, and all you
need to do is to hold down a button
for a second or two, and then release.
Travelling on foot at speed is
almost an extended (but enjoyable)
QTE. You rush to your destination
while carefully timing shots to keep
that meter active. It makes simply
moving from one place to another
into a light challenge and a joy.
Your hunter has a special power:
spirit vision. The genius of this idea

comes to light once you start trying
to work out what to do and where
to go. There is no map, and no
waypoints. Engage spirit vision, and
everything turns a shade of blue,
with distant areas of interest pulsing
red. There’s often no
indication of precisely
what might be there,
but you can guarantee
that it’ll be worthwhile.
The world offers
puzzles in place of
enemies, and I’ve
yet to find a single
one I didn’t enjoy.
They test your brain without being
obnoxious. This isn’t an indication
of puzzles that are too easy, but
rather another sign of the developer’s
philosophy of allowing the game to
be an experience of constant motion.

EAGLE AID
I have two criticisms. Firstly, before
you’re ready to face them, each
area’s boss will sometimes trigger
an event whereby you’re separated
from your eagle. You then need to
slowly creep over to rescue it,

stopping whenever the big bad’s
gaze falls your way. This starts to
become tiresome after you’ve done
it a few times.
Secondly, once you’ve got your
bird back, you need to cleanse it by
simulating a stroking motion all
over until all of the curse juice is
gone. I know this is meant to build
a bond, but it too becomes a little
annoying. Also, one of the boss fights
went on a bit too long when I
struggled to hit multiple weak spots
in a row. OK, fine; three criticisms.
These are, at worst, minor
annoyances. I can’t stay angry at
this game. The main motivation
for The Godslayer’s evil deeds is a
desire to provide everybody with a
strict path to follow in life, which
seems to be something of a
commentary on Giant Squid’s
approach to designing the game.
While bosses follow a fairly rigid
pattern – a chase to hit weak spots,
an arena fight to hit weak spots, then
one or two final stages to hit weak
spots – the bulk of the game does
not. You ‘unlock’ boss fights by
collecting and using certain items,
but each area of the map has more
than you actually need. The items
you collect, and the order in which
you collect them, are dependent on
nothing more than where your
curiosity takes you.
The story comes to an epic
and very satisfying end, after
which I gleefully jumped back in
to start mopping up the remainder
of the puzzles. The cherry on top
of this delicious gaming cake is the
soundtrack, a wonderful Austin
Wintory score that incorporates
the superb sounds of Tuvan throat
singing ensemble Alash. The Pathless
sacrifices difficulty at the altar of
fun, and I am very much here for it.

NEED TO KNOW
WHAT IS IT?
An open-world game
done very, very right
EXPECT TO PAY
£32
DEVELOPER
Giant Squid
PUBLISHER
Annapurna Interactive
REVIEWED ON
GeForce GTX 1650, AMD
Ryzen 5 3550H, 8 GB
RAM
MULTIPLAYER
No
LINK
thepathless.com

85


Offering up a smooth
and mesmerising
experience, The Pathless
takes you exactly where
it wants you.

VERDICT

Travelling on
foot at speed
is almost an
extended (but
enjoyable) QTE

W


hen your enemy is called The Godslayer, you might
hope to have more to hand than a bow and arrow and
an eagle. In fact, this is a game notable in part for what
it doesn’t have. It’s an open-world game with no
minimap, no fast travel, no player deaths, no enemies
(apart from bosses), no NPCs and no vehicles. Yet what it does have has
been so expertly crafted, that the end result is something truly remarkable.

ROAD NOT TAKEN


THE PATHLESS goes in the


right direction. By Luke Kemp


NAVIGATING THE PATHLESS What’s all this, then?


1


Cleanse three of
these towers, and
the boss fight is on!

2


The Godslayer lives
up here. I pity
the postman.

3


Your spirit meter.
Keep this topped up
and you’ll do just fine.

4


This is a tree. That’s
nice, innit?

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The Pathless


REVIEW

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