Our Rating: 8/10
A disease has wreaked havoc on the world, turning people into Raakshasa. But something allows us to go back and revisit the course of events on the day it all began; fighting the man who murdered our father and conversing with our best friend, who is suspected of being infected. The concept is sound, and the narrative can captivate us. Despite being predictable, it is well-crafted, and decisions are important.
And it is the choices that are the most important aspect of the game. Not only because they result in one of the ten possible outcomes (four of which are completely different), but also because development is inextricably linked to everything we do.
We understand not only the conversation options but also our way of traveling around the world and fighting, by decisions. We have two firearms. An electric stun gun that can knock out and incapacitate adversaries, and a sword that can kill anyone.
Not only our enemies but also the people we meet along the way are influenced by our fighting style. An adventure that isn’t as long as a traditional RPG and can be finished in under 10 hours. Naturally, it is playable for everything from which we can choose; resulting in a variety of games that can be quite different from one another.
The clashes in Wrath of the Raakshasa have a weak hit and heavy hit combination system. It also includes limited-use special skills and a good dodge mechanism. It’s incredible to see Jehan, the one-armed hero, have so many punches and such a well-developed skill system. Of course, for the combat to be very good, a bit more combat speed and more rhythmic and less robotic movements are required, as it can be repetitive in its current condition.
And it is this that we have encountered with the technical issue. It is this point that makes the game less distinctive than we might expect. In static, the characters are a little flat, the scenarios appear to be from another generation, and many of the effects are a little basic.
The same is true of the dialogues, which consist solely of text (in English and without voices) and are presented in a shabby manner, as well as the loading times, which are noticeable at each zone change. Because the music is accurate and well-accompanied, the sound section is adequate, but it could be better.
The case of Hindsight 20/20: Wrath of the Raakshasa is a fascinating one. The game measures up to the studio’s name, but we can’t help but wonder how different a game like this would be if it had a bigger budget. We could be in front of a buzzed-about indie, but it’s only halfway there in terms of technical and combat speed. Of course, as an experience, it is fascinating, and its moral system is well-managed, leaving us eager to see what the study will reveal next.