“Transports itself across the city,
coming and going as it pleases,” says
the busybody. “It’s a small patch of
wrong.” If only there were just one
small patch of wrong in Abermore.
Somewhere below the
surface of this game,
there’s a perfectly
charming heist
simulator that channels
Thief and Skyrim’s Dark
Brotherhood quests.
But it’s drowning – not
just in puddles, but
oceans of wrong.
There’s nothing wrong with the
premise. Abermore casts you as a
street rat in the Gutter, the lowest
level of a vertiginous, medieval
industrial metropolis that roughly
resembles Edinburgh at a steampunk
convention. After your Robin
Hood-esque leader is captured and
imprisoned, you and your fellow
conspirators plot a grand jailbreak, to
take place during the Feast of the
Lucky Few – an eclipse celebration
that doubles as a gross demonstration
of wealth inequality. Hopefully you’ll
be able to nab a few fancy goblets on
the way out to make the point.
At the beginning of the game, the
feast is a couple of weeks away. And
so, each night, you take on a smaller
job for a local ne’er-do-well – clearing
a stately home of its valuables to get
some practice in, fund better
equipment, and increase your
reputation among potential
collaborators. There’s a satisfying
sense of procedure to this setup –
rolling out of your bed at noon,
pottering around a petite hub to pick
up sidequests, and then sidling into
the underground pub where thieves
gather in the evenings. And there’s a
touch of Atlus-style life simulation
involved as you get to know the
regulars, win their trust, and
ultimately pin them down to help out
on the night of the Feast.
MORE OR LESS
It’s out on the job that
the problems really
start to stack up.
There’s a random
element to levels,
designed to keep them
fresh. While you might
recognise the layout of
a locker room or lobby here or there,
these rooms slot together
procedurally. But not effectively.
It’s as if every house were a
clockwork mansion in need of a
watchmaker’s attention. Some rooms
have invisible walls, blocking
movement unexpectedly; others are
missing floors, leaving guards and
consumables stranded in midair. It’s
very common to scale a staircase and
notice an airy gap between two
floors, making the positions of
guards and butlers visible from
above. At worst, gaping holes in the
architecture leave buildings open to
the elements – a far bigger security
issue than me and my lockpicks, and
an insulation nightmare to boot.
Sneaking around these splintered
spaces is, at least, a fundamentally
sound experience. It’s a matter of
secreting yourself into crawlspaces,
under tables, and onto rafters –
essentially becoming insulation
yourself to avoid being seen by
patrolling staff or security cameras.
In this way you gradually map the
building, casing for gems and rare
whiskey and thinking up creative
ways to bypass busy corridors.
There’s a pure, early YouTube
pleasure to watching the house’s
master slip on a banana skin after
responding to a service bell rung by
yours truly. But it’s undermined by
AI that’s unresponsive and
shortsighted – usually a little too
forgiving to ever make you feel truly
vulnerable during heists.
Over time, I learned to
circumvent not just butlers and
cameras but Abermore’s many flaws,
and found myself half-enjoying the
game it could have been. But there’s
simply no way to recommend an
experience that might include falling
through the floor, or getting stuck on
a broken dialogue screen that forces
you to replay an entire day of hub
conversations and inventory
management. I still want to belong
to this psychotically daft twilight
world, where the fence lets out an
admiring “hooo!” as you slide a
particularly big gem across the table,
like a host on Antiques Roadshow.
But the puddles are too many, and
they’re fathoms deep.
54
Unfortunately, even
Abermore’s cult of beetle
worshippers would draw
the line at this many bugs
in the game.
VERDICT
I
n the dead of night, a local busybody comes straight to the door of
your flat with gossip. Evidently, there’s no Facebook in Abermore.
“The puddle’s back,” he says. This pool of liquid sits on the city’s
thoroughfares, apparently, and looks normal enough at a glance.
But when carriages pass through, it doesn’t splash. And while
reflective, it never shows an image. Residents suspect it’s fathoms deep.
Oh, and that anything falling in turns to metal.
AB NOT-SO FAB
ABERMORE is so much less than it could have been
By Jeremy Peel
It’s out on the
job that the
problems
really start to
stack up
YOINKED
The games Abermore owes its shtick to
THE SWINDLE
Steampunk?
Randomised
mansions? A
countdown to the
big heist? The
Swindle did it all
first, while looking
and playing like a
stealthy Spelunky.
ELDRITCH
This post-BioShock
indie game was the
first to take the
immersive sim
formula into
procedural levels,
and it remains a
high water mark
in that regard.
DISHONORED
Arkane’s heists have
always been
incidental – an
accompaniment to
plots of revenge and
assassination – but
its stealth
mechanics have left
a mark on Abermore.
NEED TO KNOW
WHAT IS IT?
A standalone version of
a Thieves Guild quest
from an imaginary Elder
Scrollsgame
EXPECT TO PAY
£13
DEVELOPER
Four Circle Interactive
PUBLISHER
Fireshine Games
REVIEWED ON
AMD Ryzen 5 5600 X Six
Core CPU, 16GB RAM,
Nvidia Geforce RTX
3060
MULTIPLAYER
No
LINK
bit.ly/3jf3f5N
Abermore