Frank and Drake
PREVIEW
Althoughtheexacttimeandplaceofthe
setting is unclear, it’s a grounded, prosaic
world. The demo opens with ‘Frank’,
clutching a bag of groceries to his chest,
slowly making his way to his apartment via
striking rotoscoped animation. Before
long he’s sharing the apartment with
‘Drake’, although they will apparently
never meet. Frank works days and
Drake works nights – they
communicate only via notes.
Frank and Drake is pleasingly
difficult to kick into a genre pigeonhole.
There are elements of visual novel,
point-and-click and narrative choice-
driven adventure that take turns to drive
the experience. Sometimes, you’re doing
nothing more than advancing text, or
holding a button to move your character
along. Other times, you’re solving puzzles
or making a choice which will have
consequences for the other character.
Some choices are locked in the demo,
but how I choose to spend my time as
Frank – who helps maintain the apartment
block – affects what I find as Drake when
he moves in. For example, he requested a
room with no windows (totally normal
request, no alarm bells to be rung there).
As Frank, I decide to fix the water blockage
in the roof, but don’t have time to see to
the room. Drake therefore doesn’t find a
leaky ceiling, but he has to block the
window himself, and the room is a mess.
VAMP IT UP
It’s not a story concerned only with
humdrum experiences, though even the
most tame of events feels otherworldly.
The combination of comic book art and
the laid-back, melancholy (for Frank) or
jazzy (for Drake) music is mesmerising,
fitting the nature of the game well. Drake
having visions while out on a walk feels no
less suited to this world than Frank trying
to fix an exercise bike in the basement.
As Frank and Drake still seems to be
some distance from release, I hope that
some of this time is spent on accessibility.
Both characters keep a diary, which
contains important story and background
details not provided anywhere else. The
faux-handwriting font used is difficult to
read even before taking into account the
small size of the text.
The full game will take place across
seven days, and I’ve experienced just
some of the first. It’s not nearly
enough room to understand how the
two characters will affect one
another – or themselves, as choices
also seem to determine what sort of
person each becomes – but I’m
fascinated to find out. I’m also keen to see
how far the game takes the supernatural
elements that are hinted at. Does Drake
really see ghosts or are they, as he
speculates, just hallucinations? How
vampiric is he? What’s the significance
of Frank’s amnesia?
Hopefully, the full game will have more
consistent puzzle design to smooth the
path to my finding out. I loved finding that
there was a crossword lying on a table I
could actually fill in, but most of the demo
puzzles were overly simple (such as a
memory card game, connecting dots
around and under other dots, and finding
objects hidden behind or in something
else). The infuriating exception was a
zoetrope which demanded that I arrange
animation images in the correct order,
which saw me use some – ahem –
monstrous language. Nonetheless, I look
forward to getting my teeth into more.
Luke Kemp
Y
ou would not, perhaps, expect a game
inspired by the legendary novels
Frankenstein and Dracula to feature a
David Hasselhoff mural and the ghost of
Marvin Gaye. It’s already clear that this is a game
keen to defy any expectations you may have, and
the results are truly unique.
Shelley you can’t be serious?
FRANK AND DRAKE
FRANK AND DRAKE IS
PLEASINGLY DIFFICULT TO KICK
INTO A GENRE PIGEONHOLE
RELEASE
TBC
DEVELOPER
Appnormals Team
PUBLISHER
Chorus Worldwide Games
LINK
bit.ly/2WyjxPw
NEED TO KNOW
PLAYED
IT
“Yeah, their music is really
good, but you wouldn’t
have heard of them.”