Master Reboot is a cool name for a game I don’t understand. At least it isn’t ReBoot, a Canadian CGI-animated action-adventure television series that originally aired from 1994 to 2001…of which, I saw several episodes. For funsies, you should check out the intro and feel special knowing that you are witnessing the world’s first completely computer-animated TV series. A true piece of animation history. Too bad it kind of stunk.
What Master Reboot actually is…well, it’s not exactly spelled out from the get-go. I think it is an adventure game, heavy on exploration and puzzle solving, with a bit of spookiness thrown in to keep you on your polygonal feet. It takes place inside the Soul Cloud, which is a giant server that holds the data of your soul and memories when you die. The Soul Cloud is brimming floating islands, and each island looks like a town, village, or city filled with rooms, skyscrapers, and houses that hold people’s memories. To house your soul, a family member (or you before you die, if you are prepared for it) must purchase an island on the Soul Cloud where the server will generate these spaces to hold each and every memory from the deceased’s past. There are, evidently, 34 unique environments to see, but I probably only saw one-fifth of them in the time I spent poking at Master Reboot.
The game has a look, and I’d call that look somewhat simplistic. Low-fi and low on details. On purpose. I’m perfectly fine with flat textures and few details–I loved it recently with Burly Men at Sea, as well as countless other games that went with the less-is-more route–but here I felt like there actually could have been more. A few more shades of detail to really drive home being in a certain place, like a school or child’s bedroom. Also, the game doesn’t even try to hide its invisible walls, them appearing as red-colored shield-walls when you venture too far away from the main path, like you are trapped under a highly technical dome. I kept bumping into these walls, hoping to go somewhere else, but alas, nope, nope, nope. It was a bit jarring.
That aside, because I do think the story is somewhat neat and don’t mind the occasional jump scare, my biggest problem with Master Reboot has to do with its puzzles. More often than not, they truly tried my nerves, as in the case of a memory that forced me to drive into oncoming traffic or one that made me recreate an image from memory when I hadn’t seen the parent image in a half hour or more. Completing these usually yielded some insight into the world’s mythology or the protagonist’s identity, but they were mostly obtuse obstacles to keep answers at bay. The game definitely doesn’t hold your hand, and it’s up to you to figure out what you are supposed to evidently do; yes, I’m looking at you, puzzle that had me rotating tiles to form three distinct pictures.
I gave up on Master Reboot after solving the puzzles in the park playground level, of which I had to look up a couple solutions for. After this is over, you have to use jump pads to leap from one sinking platform to another. Please don’t ask me why. If you aren’t quick enough, you drown and get a screen full of code, forced to try again. I tried three times and said, “No more.” The controls are built for a slow-moving game about exploring a small environment, in search of puzzle items or tiny blue ducks that act as the game’s collectibles. It’s not meant for moving quickly from one area to another. Ultimately, it’s not meant for me to keep playing.
Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.