Introduction
Wake up, take a leak and get some breakfast. Nothing out of the ordinary, it’s just a day like no other. This level guides you along a linear narrative presented using neat effects and rich design, starting off with an amusing introduction until something feels off…
Review
Perhaps one of the more unusual QUAKE experiences I’ve played in a while, something that wouldn’t feel out of place from a HALF LIFE project otherwise. Not only for being centred around an apartment complex as part of a real world setting, but also foregoing action in favour of scripted sequences and special effects revealing an ominous narrative under the surface. Progression therefore remains linear as you’re limited where to go and what occurs all based around your character’s current thoughts, a restriction that still pays off with these actions being performed as if by your own hand. You prepare breakfast by grabbing a pan, setting it on the stove and then fetching eggs out of the fridge, each process is showcased with instantaneous changes. Of course it’s all smoke and mirrors due to a lack of a dedicated interact key in QUAKE, disguised using several layered mapping tricks, well timed storyboarding and sound cues. There’s also nice attention to detail and subtleties that could go amiss during a first run due to its snappier pacing, such as taking damage when needing a toilet break if you try holding it in, or discovering in-world clues as to where the narrative might be heading.
When forced to leave the comfort of home, Venzen takes this opportunity to cut back on puppeteering every single moment to moment action. Messages are still used for flavour text, but from here on suggested goals are highlighted, leaving level design to guide you and some breathing room to figure out the next steps forward. This was a much appreciated direction that placed more focus on visuals and atmosphere. Sound pulls so much weight to create an impact, from general ambient drones to triggered effects; a dog barking behind a close door, knocking on wooden surfaces or disembodied whispers. I took special note of one scene as our character franticly bangs on their locked apartment door as distance smashing and laughter can be heard within. Every audio usage is strung together nicely and helps that all these custom inclusions fit other QUAKE sounds without sudden shifts in quality. As the day progresses, so too does the moodier vibes and bizarre circumstances. There’s a shocking amount of variation condensed in a little package despite being so straight forward. These range from one time set pieces utilising gameplay elements that never appear elsewhere, to reusing an existing spaces many times with new twists to make them feel unfamiliar again.
Conclusion
A DAY LIKE NO OTHER kept me glued to my seat during the entire session, more so from a technical point of view seeing it take advantage of mapping effects to create each event. Another reason is the novelty of being focused on narrative and scripted sequences, something different from shooting monstrosities in otherworldly realms all while retaining a distinct QUAKE flavour. I do find enjoyment chilling in these type of experiences, so long as execution and presentation is on point which Venzen succeeds with flying colours. Snappier pacing and variety also assist in reducing any major lulls and monotonous ideas from overstaying their welcome. Visuals are rich and decorated with a sense for realism, furnished with all the fundamentals you’d expect to see in an apartment complex. I adored the basement’s basement style of design in particular, especially how the barracks look, I wouldn’t mind seeing a traditional level using a similar aesthetic. The distant urban views from windows were a gorgeous touch for immersing yourself within the setting, a cold overcast morning and other buildings indifferent to the scenario playing out here. By the end there are no clear answers, but enough contextual clues and environmental details to interpret what might be going on.