Kvark Review
It’s a funny thing reviewing games. If you’re here to read the review, you kind of already know what to expect. But the process of critical elimination, in the sense of ticking off a box from an analytical perspective, tends to be harder to both do, and convey. For example, Kvark -- the game we’re here for today, is bloody excellent. Its pacing, presentation and homage(s) are on-point, but it’s also very much its own thing. However, despite all It has going for it, its enemy AI is… well, not great. It also has a couple of technical issues that hinder it a tad too often while a handful of design decisions could have been more thought out to maintain what is an otherwise smooth and enjoyable adventure-shooter.
So, while we loved the game from go to finish (the ending is a bit *meh*, though), its ‘hiccups’ are annoying enough that they’ve lingered past the point of forgiveness. But maybe, just maybe, that’s because everything else Kvark serves up is simply too good to ignore…
This is equally because Kvark unfurls in a hugely unique way. Its game-world, despite being fairly corridor-ish, is massive. Level design here is arguably some of the best this writer has ever played through, to the point it gives both Half-Life titles it clearly takes inspiration from a run for their collective money. But, more importantly, it just genuinely never ceases to amaze, particularly when introducing the player to new biomes or sojourn beats. It is perhaps a bit too drawn-out for the breadth of content and engagement available, and the ending really falls flat, but in terms of the so-called “hero’s journey”, Kvark really is something special.
Conflicting points, we know, but bear with us as we try to break it all down.
Kvark




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