When Pascal’s Wager ($4.99) was shown off in the iPhone 11 keynote, I had high hopes. A visually impressive Dark Souls-like adventure on my phone or iPad? Sign me up! Despite my hopes, though, I couldn’t help but expect a mobile Dark Souls or Bloodborne—that is to say, a game that took the basic elements and atmosphere from those games, simplified them, wrapped ’em up with micro-transactions, and released them as a complete game. You know, the usual mobile fare these days. Actually playing it, though, I’m quite impressed. Visually, it nails the drab world, the grim atmosphere, the air of inevitable demise; it delivers challenging combat that forces players to learn and adapt to enemy patterns; and, best of all, it’s dark. Like, really dark. In other words, it’s exactly what I hoped for.
Pascal’s Wager starts with a dream-like carriage ride to the domain of Heggem, a vast Colossus that emits a protective light to ward off the dark and its evils. This journey sets the tone for the game to come (dark, ominous, and just a little scary), and displays its graphical prowess—it also, quite unintentionally I’m sure, highlights its faults. It is without a doubt very pretty, but it is also flawed. The textures and character models are detailed, the environmental and particle effects are excellent, and colour, when used, stands out against the rather drab backgrounds. All that said, however, it is as though a film has been placed over every cutscene and most textures. They are blurry, indistinct and, compared to current-generation console games, frankly disappointing. If this were to be released on last-generation hardware, these faults would hardly be noticed.
Similarly, the voice acting is… acceptable. While it isn’t going to dampen an otherwise enjoyable experience, it doesn’t exactly help immersion either. It is frequently stiff, unpolished, and generally disruptive to the atmosphere as a whole. Music and sound effects are another matter entirely, however, and are in turn eerie and satisfying. The soundtrack conveys a sense of quiet horror, of something not quite understood but nonetheless of awful importance. The sound effects are satisfying, lending weight and flair in ample helpings to combat, as well as inviting the player to come a little closer, dig a little deeper, believe just a little bit more.
What, exactly, are players choosing to believe in? Simply put, the world and its atmosphere. Players are given the opportunity to immerse themselves in a land without a sun, evil lurks in the shadows, waiting to infect them, their children, their neighbours, and very well may have already. A land where the only protection from the night comes by way of towering Colossi that roam the land with orbs of unnatural light. A land of monsters both eldritch and human. Every aspect of this is reflected as players roam the world: The sky is overcast, the land is blighted, twisted and unhealthy, its denizens similarly twisted and changed. It is grim, foreboding, and quite hopeless.
While the graphics and voice acting disappoint, combat is nothing but impressive. Smooth animations, interesting opponents, and rewarding fights—especially boss fights. Each boss has its own unique set of attacks to learn, all of which are used to devastating effect. Failing to dodge or parry an attack is punished mightily with both health loss and sanity loss. Health is self explanatory, but sanity is unique to Pascal’s Wager, and represents a character’s mental state. It has three stages (sane, abnormal, and lunatic), introducing a penalty at abnormal and increasing it significantly at lunatic. The penalty includes a damage increase at the cost of less maximum health and another, character-specific, status effect. Entering a lunatic state is the equivalent of a boss entering a rage state and is incredibly risky but can, sometimes, pay off very nicely. Compared to boss fights, regular enemies are a walk in the park, although players still have to be mindful of their stamina. A poorly timed attack, roll, or parry can be a major problem fighting even one enemy, let alone several, as running out of stamina can leave characters unable to avoid enemy attacks.
Just in case I haven’t emphasised it enough, Pascal’s Wager is not an easy game. Players will die, probably a lot, and they are expected to learn, adapt, and overcome. When they die, or if they choose to rest a while and recover their health and health potions, they will find most enemies (bosses excluded) have also returned. While there is a way to activate an “easy mode" (Look for the Statue of the Bearer in Heggem, by the knight with the axe), it isn’t readily apparent, and it isn’t something most players will find unless they’re looking for it. Nevertheless, players who persist will find it to be a rewarding experience that includes numerous secrets, hidden areas, and side-quests, not just great combat.
Adding a little spice to the usual Dark Souls formula are the three other playable characters. Each character has their own unique skills, fighting style, and upgrade tree, although they share experience. Meaning all four characters have the same number of stat points to invest, but investing an immundus (a skill point) in one character means it cannot be invested in another. Characters can be swapped to at any point except during combat, although a new character will automatically enter the fight upon death, unless all characters are already dead. While each character plays similarly, they each have a very different feel. Terrance, for example, specialises in light attacks and dancing around enemies, whereas Norwood prefers to pummel them into submission, or bash them to pieces with his iron coffin.
Overall, Pascal’s Wager feels great to play despite its quirks. The combat is great and more than makes up for the graphical flaws and dubious voice acting, the character swapping mechanic is new and interesting, and it is delightfully dark. Despite its problems, I can’t wait to spend more time with it, and very much look forward to where it’s taken in the future. It has without a doubt exceeded my expectations and, with a little help, could readily meet my hopes. All it would take is a bit of polish, a few fixes, and a lot of editing.
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What about “The Last Remnant”’s review ???
I agree. I thought about getting Pascal’s Wager, but after reading about it I decided it wasn’t for me. But I did hear that The Last Remnant might be for me. So I picked it up, and it is fantastic! More people should be talking about this game on Switch and Mobile! However, that said, I hope Pascal’s Wager does well and we see more from that dev!
Would 100% NOT call the voice acting acceptable.
I thought some of the characters were actually pretty good but the main character, the ginger and the chick with the gun were terrible.
This review is sounds like it’s coming from a non souls born player like at all. The opposite of this review is what’s true, the graphics and sounds are incredible to say the least like yea it’s not playstation 4 pro quality but like give me a break you’re an idiot to think a phone game is going to 1:1 rival a console game, Give it another 5 or so years. The sounds are thought out and crisp, from foot steps to the clanking of metal to the gurgling effects of monsters it’s very impressive. Again I’ve plaid every dark fantasy game from soft has to offer so I know what to expect in these games, so when you not experience you have no clue what to expect and or look for except for personal preferences which is Just biased. The characters voice needs some work dialogue doesn’t match with mouth movement but it’s acceptable. The biggest flaw with Pascal’s wager currently is the controls, which are very rough on touch screen since commands tend to lock up and you’re character just stands there getting demolished. The combos are to complex for this style of game ( if you have more than 2 unlocked within the game progress as you are given up to 12 different attack styles which just adds to the confusion on the already limited touch screen experience). That and the stun lock is straight up unfair in this game. In dark souls poise slowly builds up as you’re character gets stronger so naturally everyone cancels out you’re attack mid swing, that being said I should not have a level 56 altar and 35 strength and still being stun locked by the Heggim stalkers it’s just unacceptable. Overall this game is a wonder and I’m glad it’s possible to even play this on any phone because android Devices sure as hell are over a year away from running this above 30fps. And lastly there are ZERO micro transactions in this game... so the entire first paragraph of this articles is total bunk since this person is bitching over something that has never existed in this game life.
You seriously underestimate android phone performance, sd 845 from 2 years ago runs this max settings 60 fps.
This review is rather poor and feels more like a vague preview.
Apart from gleaning something about the graphics being covered in a ‘last gen film’ and being flawed, I have a hard time picturing what’s wrong with it. One sentence describes the textures as being highly detailed and impressive. Literally the next sentence contradicts this entirely by calling said textures drab, blurry and indistinct. Is it the promised full-console visual experience or not? Is this visual blur what cost the game half a star?
Furthermore, it’d be lovely to read some more practical thoughts. Like, things that help the reader truly envisage how this game works, feels and plays (mechanics and game-last descriptions are all well and good, but how do they actually feel to pull off?) What’s performance like, frame rate, timing etc? How is controller support? Are touchscreen controls totally hopeless in comparison? How does it play on an iPad Pro? What kind of settings are there? Is the lack of micro-transactions refreshing or is it left open to future monetisation? How many hours and how much content can we expect?
I’m still on the fence whether or not to purchase this or not. I’m left none the wiser after reading the above. Surely giving a final verdict and packaging it up as a full review is doing your readership, let alone the developer, a disservice?
I offer this comment as polite, constructive criticism more than anything. Much love.
Bought!
I...don't mind the voice acting? It's clearly Chinese voice actors who are fluent in English but their pronunciation gives it away. It never bothered me and rather felt endearing. Maybe it's just not an aspect I'm picky about. I've definitely heard voice acting I've hated way more in games I also loved (Tales series, thinking of you.....)
I think my biggest gripe is the controls feeling just a little finicky. But I love the overall experience. It's a fantastic game to me.