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The Red Pearls of Borneo is an atmospheric deduction game inspired by Type Help, Return of the Obra Dinn and The Case of the Golden Idol. You are a clairvoyant investigator in 1948 London, exploring the psychic echoes of a tragedy that occurred eight years prior on a remote plantation in Borneo.
Your tools are simple: a box of old photographs, a scrapbook of documents, and your unique ability to step into the past.
| Average Rating: Number of Reviews Written by IFDB Members: 2 |
The Red Pearls of Borneo is an investigative deduction game that feels a bit like Type Help crossed with Return of the Obra Dinn, but from a certain historical angle. In this story, you’re a psychic investigator looking into the fates of a client’s family members during an especially violent day in Borneo during World War II.
I played the version on itch.io (it's also on Steam), and there was a lot to like. Gameplay was smooth: after I got used to navigating the various menus and lists, it was impressive how easy it was to follow the story in nonlinear fashion and make connections without taking a bunch of external notes, even though I didn't use all the available tools. I thought the music and art added rather than subtracted. Some of the deductions felt very satisfying, and some of the plot twists too.
There were also some things I didn’t love: The dialogue was rough at times, there were many typos, and when I needed a hint, the game just told me what to do. A little more nuance to the hint system would’ve been nice, to make the player feel they’re still doing at least some of the work. Also, the final sequences got a little confusing, both emotionally and logically, I think because there was extra content added to the game later on. I wonder if the original pre-DLC version might’ve had a more balanced final act.
One more thing: There’s really no comfortable way to answer the question at the beginning that asks if you want to see slurs or not. No, I actually don’t want to, but I can’t just forget the option is there (plus even if you say no, they’re just censored out). And it feels like everyone says slurs, even the player character. Maybe it is realistic, but maybe realism is not always the most fun choice!
Ultimately, I’m glad I played this game, and I enjoyed puzzling out what happened to everyone, but I wouldn’t necessarily recommend it broadly—though WWII history buffs might especially enjoy it.
A nice iteration on the Type Help who-when-where mystery mansion concept, with an atmospheric / historical setting, well written characters, and a fun plot to discover.
IndieLoupe
Review(-ish): The Red Pearls of Borneo
When a deduction was straight-forward – which is inevitable in places, as there’s something like 100 scenes in the game – I didn’t mind because I was engrossed in the story, and there were certainly enough times that it wasn’t so obvious which kept my brain ticking over. You might have occasions where you can chain a few events together relatively quickly, but then you’ll need to go away and dig around to find the next block of the story. I found the ebb and flow of that incredibly satisfying; a few easy tasks – uncomplicated but still engaging – then a nice tricky one, then back to some easier ones, and so on.
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Zarf Updates
The Red Pearls of Borneo: design ruminations
It's good! The deduction framework is solid and the historical background is dense and engaging. The characters are great, consistently surprising and human -- probably the best-drawn crew I've encountered in this shiny-new subgenre.
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