This game was developed by Odd Meter and it’s definitely an odd beast. It’s essentially the story of a young nun in the late 1800s in Russia and her struggle with mental illness and the way that struggle entwines with her spiritual experiences and her faith. If this does not seem like material particularly well-suited to a video game, well, you’re not wrong, but there are a lot of fascinating things about this game.
As the game begins, Indika is given the task of delivering a letter from her nunnery to a nearby monastery and, for the first time in what is perhaps years, she finds herself returning to the outside world. Soon enough she is torn between continuing on her assigned journey or making a detour to a site where she believes she might be cured of her “demonic possession.” What the player realizes, though Indika doesn’t, is that her “demonic possession” is actually schizophrenia. As she journeys, she crosses paths with a wounded Russian soldier and, mainly because neither of them would survive without the other, they travel together through a desolate and war-torn winter landscape.
Among the things that really works about this game, I would say the visuals are probably the top tier element. The entire game takes place in a mostly deserted, snow-covered and dirty landscape. You spend some time exploring grimy factories and railroad stations as well as frozen lakes and snowy mountains. The game is genuinely very atmospheric and I never got tired of the beautiful visuals. There are also a few mini-games scattered here and there that evoke gaming styles from past generations. One of the best is when Indika, as a small girl, has to platform her way up a building to reach the roof to meet her friend, Mikhail. These sequences are really striking and make for jarring (in a good way) shifts from the photo-realism of the bulk of the game. As well, I have to give a lot of praise to the score by Mike Sabadash, Daniil Tsovin & Aleksey Stepanov. The game is set in the 1800s in a mostly rural environment, but the score is electronic, filled with ambient textures, dissonant metallic soundscapes and, occasionally, surprisingly hot beats.
But does the game earn its serious subject matter by actually having something meaningful to say about faith, mental illness, religion and war? Unfortunately, I have to say it doesn’t. I found the moment to moment gameplay to mainly be kind of aimless wandering and tedious puzzle solving. There’s a really interesting mechanic where Indika will undergo hallucinations and you have to move through the environment as she is hallucinating it and then, at certain points, pray in order to restore the world to reality. In order to progress through some of these platforming and puzzle sections, you have to spend some time in the real world and some in the hallucinated world and I thought that was a very interesting idea, but it’s underutilized and is never quite as imaginative as I wish it was. Likewise, the constant philosophical bickering between Indika and the soldier Ilya gets old pretty quickly and never really explores the ideas with sufficient depth.
Then, at the climax, things go spectacularly off the rails in my opinion and I thought the last thirty minutes or so of the story just became really bad. If the game had pulled off some sort of genuinely moving ending, I would have forgiven some of the things that I struggled with along the way, but it just doesn’t. So, this is a game that I more admire than enjoy and I find it hard to recommend. It’s ambitious in ways I wish more games were, but I also wish that this game was better at actually fulfilling those ambitions. There’s much here that I really liked, but also much that I found very disappointing and tedious. Which side will you land on? Hard to say, but I found myself ultimately coming down with an overall negative feeling toward the game. I suppose I’m glad I played it in some ways, but it’s deeply, unforgivably flawed.