Ghost of a Tale's castle feels like a prison at first but ends up
feeling like home. In the course of 20 hours searching for a way out,
I've slowly fallen in love with the place - its feathery falls of
afternoon light over mossy stonework, its leafblown ramparts and canted
mausoleums, its small, hard-bitten population of anthropomorphic rats,
mice, frogs and magpies. Part of the setting's allure is that it carries
the echoes of many great virtual fortresses. Indeed, this slightly
muddled third-person action-RPG's greatest strength is probably how it
adds to that architectural tradition, though the witty, affecting,
politically resonant writing runs a close second.
There's a touch of Square Enix's winding masterpiece Vagrant Story
to certain overgrown, shady courtyards, and a generous dollop of both
Zelda and Moria in the shape of a magnificent underground vault, woven
around a circular puzzle structure. The view from the keep's belfry
recalls the view inland from ICO's fortress walls, yellow crenelations
biting into blissful green distances. Above all, there's the spectre of
Dark Souls - a game with which Ghost of a Tale engages in fascinating,
not always successful ways. As with From Software's Lordran, Dwindling
Heights Keep is a purgatory for lost people and things that is much
taller than it is broad, stretching from a bone-strewn shoreline up
through catacombs and sewers to a barracks, kitchen and armoury. Like
Lordran, it's a persistent environment bound together by a profusion of
cunning shortcuts, unlocked one by one - rope elevators that whisk you
from the gardens to the signal tower, doors that open from one side only
and secret passages cheekily visible through rusted grates.
Working out how the game's spaces thread into one another, letting
their twists and turns sink into muscle memory, is as integral to Ghost
of a Tale's appeal as its hypnotic good looks. The act of stitching
those wayward, ruined chambers together also chimes with the narrative, a
story about rediscovering the past and building trust across racial
divides that is a lot more searching than its parade of waggling tails
and frog beards might suggest. Ghost of a Tale is the tale of Tilo, a
mouse minstrel thrown in the clinker after his wife Merra angers a rat
baron by refusing to perform a certain song. He is soon sprung from his
cell by a mysterious figure, and left to scour the rambling keep for an
exit while trying to learn the fate of his spouse. You'll meet plenty of
potential allies in the process, from argy-bargy thieves through
grandmotherly cooks to gloating apothecaries, all of whom will send you
off on various errands before they'll agree to help you.
The game's missions mostly consist of fetchquests, but there's the
odd simple platforming sequence or physical puzzle such as activating
artefacts in order, plus a few "dialogue battles" where you must pick
the right responses to stop a character losing patience. It's a very
forgiving to-do list, probably too forgiving for its own good - working
out the right route aside, you'll only really ever have to worry about
finding candles or lamp oil to light your path, with no weapons or tools
to wield save throwable distraction items and the odd (inexplicably)
explosive pinecone. The delight of delving deeper into the fortress
lends even the most humdrum oddjob a certain thrill, however, and
there's the odd setup that exploits the sumptuous environment design to
great effect. Among my favourites is a restful mushroom-picking quest
which saw me using a mycology handbook to identify the right growing
conditions for certain fungus breeds, peering at leaf shapes and fallen
logs while avoiding the gaze of a patrolling guard.
Ghost of a Tale's willingness to let the world articulate itself to
the player rather than leaning on HUD aids recalls both Dark Souls and
Morrowind, patron saint of fashionably weird fantasy RPGs, but let's not
get too carried away there - SeithCG's game is no Elder Scrollsy
character development marathon. Quests generate XP, but level-ups only
boost your health and stamina, and while there are a few minor abilities
and perks such as reduced fall damage to acquire from certain
characters, they're strictly optional - you'll carry out the missions
concerned more for the sake of getting to know people than transforming
yourself into the fourth Mouseketeer.
Tilo himself is a lovely, winsome creation, particularly when he's
wobbling about in the caverns with a candlestick in his paw. As far as
many of the game's other characters are concerned, however, he's the
scum of the earth. In Ghost of a Tale's quasi-medieval world mice are a
despised underclass, forever tainted by the treachery of their ancestors
during an ancient war with an entity known as the Green Flame. Rats,
conversely, are the heroes who finally drove back the demonic adversary,
a legacy that has allowed them to gain power over the other species and
establish a brutal regime.
The enmity between species soon becomes crucial to the plot -
specifically, who you decide to trust at key intervals - and colours
more or less every interaction or piece of textual backstory, from the
mouthy bigoted frog you'll encounter in the cell next to yours to the
rowdy ballads in Tilo's songbook, one of which is a sugary incitement to
genocide. The obvious realworld parallel for the ostracisation of mice
is the Christian stereotype of the Jews as a people cursed by the death
of Jesus, but if this is to some degree an allegory, it's at once very
open-ended and never remotely preachy.
Rather than being parachuted into the universe, the question of
prejudice is simply part of its terrain, the bitter soil from which
people grow much as sexism is baked into the social bedrock of The
Witcher games. The script is very much a master of that terrain,
managing the intricacies with grace and sensitivity. It never boils
characters down to their intolerances - almost everybody has a
sympathetic side, however crude and vicious they might seem - and
handles tricky phenomena like the concept of micro-aggressions with
enviable deftness. It's also both very funny at times and extremely
poignant at others - capable of a lot of tonal subtlety despite the
absence of voice-acting, and happy to leave certain implications unsaid.
The question of race somewhat guides Ghost of a Tale's blend of
stealth and disguises, but sadly the game is much less compelling on
this front. Tilo is almost completely defenceless, though you can equip
different gear pieces to boost your resistance to direct damage, poison
and fire. Accordingly, you'll spend a lot of the game lurking in barrels
(which double as save points) waiting for guards to pass, or crouching
to lower footstep noise. The game's enemy AI is bare-bones to the point
of crumbling away in your hands: rat guards either stand in place or
trundle back and forth like catwalk models, forgetting you were there a
few seconds after reaching your last known position. Outside of
dialogue, there's little sense that you are a convict on the run from
hotly pursuing authorities, and little satisfaction to glean from
outwitting anybody. You can lob sticks and bottles to distract guards,
but it's often easier just to gallop straight through to a hiding spot
on the other side of the area.
Fortunately, Tilo soon gains access to the aforesaid disguises,
beginning with a beat-up suit of rat armour that hinders movement but
lets you pass as one of the prison guards. Many of the crucial quests
involve dressing up as celebrity rogues, pirates, nobles and so forth to
bamboozle people and learn their secrets. It's all very silly - think
pumpkin masks and eyepatches that somehow improve your vision - but it's
also part of the story's more serious preoccupation with ethnicity and
discrimination, as suggested by a lore entry on the politics of
religious attire. You can dress up as a kind of mouse secret policeman
to stop guards attacking you, but they'll resent and harass you all the
same, stealing food or threatening to lock you up unless you pay a
bribe. The game could have done much more with the disguise concept -
beyond making back-tracking less troublesome, it never really transforms
how you play outside of dialogue - but it's provocative and intriguing
where the stealth too often feels like an inconvenience.
There are times when Ghost of a Tale seems ill at ease in its own
clothes, its bewitching play of vegetation and masonry not quite
disguising the project's relatively limited means. The array of quests
is possibly too large for the map - you'll often pick up objects before
you know what they're for, starting a quest only to discover that you've
already put together the means to complete it. The current version of
the game is, moreover, absolutely riddled with bugs, from trifles like
map icons not appearing to more grating problems such as missions
refusing to complete till you quit the game and reload.
The worst technical upsets helpfully coincide with the worst of the
story and encounter design. Having done without such theatrics for most
of its length, Ghost of a Tale ends with an agonising boss encounter
which requires you to drag heavy objects around while allies try to fend
off those enemies not already trapped by a swarm of pathfinding and
animation glitches. In the process, what was once a story about a few,
troubled souls in an out-of-the-way corner suddenly becomes a story
about the fate of a kingdom, trading intimacy for grandeur with a
dispiriting clang.
It's a soggy, rushed-feeling finale, but none of that's enough to
kill off my enthusiasm for Dwindling Heights and its denizens - as I
write these words, I'm itching to shrug on my preposterously oversized
rat armour and take another tour of that central courtyard. There is so
much to say about Ghost of a Tale, from the way its stooped and ivy-clad
architecture engages with a proud history of video game citadels,
through its status as a sort of combat-less Elder Souls knock-off, to
the way its writing surfs the line between personality and critique. It
is not always great fun to play, but it is always worth pondering, and
its mournful, majestic setting will linger in your mind long after the
taste of that final encounter has faded.
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