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Review: 'Ghost of a Tale'

Edited by GreenReaper as of Sat 16 Jan 2021 - 13:52
Your rating: None Average: 3.9 (12 votes)

Ghost of a Tale is described as an action-RPG game with stealth elements, dialogues and quests. Of particular interest to furs is that you play as an anthropomorphic mouse character in a world that's very reminiscent of Brian Jacques' Redwall series. Impressively, it is primarily the work of a single developer, Seith, and was funded via IndieGoGo. Ghost of a Tale was available in early access for a long time, although I waited until after the full game was released, in March 2018, before buying a copy.

 

Story

(7/10)

Like so many other stealth/rpg games, the story starts with you in a dungeon, where you find a note and the key to your cell. From there you escape the cell, sneak your way out of the dungeon and have to find the person who helped you escape. This beginning is very similar to one of my favourite games, Dishonored, although without all the potential murder.

Many of the characters are familiar archetypes though they are well-written and, as you progress, they become a lot deeper and more fleshed out. Although there many generic aspects, the game can still surprise you. In one side quest, I found myself drugged and captured in a move that I had absolutely not foreseen.

There is also a fair amount of lore and world building involved in the game. Some aspects of the lore are more important than others. We learn that mice carve figurines of their loved ones, called lutkas [a word with unfortunate connotations in Finnish], which they carry along with them. When their loved ones die, these previously-white figurines are stained black with ash. Not only is that really sweet but this knowledge is necessary to truly understand some quest lines.

However, the main way to gain this background knowledge is through footnotes. During dialogue, certain words are highlighted and, if you want, you can get an extra few lines or paragraphs explaining that word. This is functional but it breaks immersion in a way that doesn't happen when reading the books in Dishonored.

 

Gameplay

(4/10)

Ghost of a Tale is described as an action-RPG with stealth elements but I find that a bit misleading. There are RPG aspects but they play a very minor role. The action aspect is also lacking. Similarly to Styx: Master of Shadows, you are not able to directly attack enemies in all but a few circumstances. With the exception of spiders, those attacks are always non-lethal.

Running mouse The stealth element is there and plays a big role at the start of the game. The stealth mechanics are functional but nothing special and are soon abandoned. One of the aspects of the game is that, like with the Hitman series, you can wear different disguises. One disguise causes guards to treat you as friendly and essentially removes any further need for stealth.

At that point there is almost no need to care about health points or detection ever again. The only difficulty in the game comes from any platforming aspects and whether you are able to find the items you need for your quests. "Find" being the operative word here.

Ghost of a Tale's main problem is that nearly every quest is just a shopping list of things to find. Some are well hidden, some are obvious but as you long as you have patience it shouldn't be a problem. Trying to find everything can be incredibly frustrating, especially for quests that you get early on but which can only be completed when you've opened up new areas of the map.

Gameplay is also a bit of a double-edged sword. On the one hand, you aren't babied with waypoint markers and instead just have small clues. This is a welcome change and reminiscent of how Morrowind played before modern games became a simple exercise of "follow the waypoint." The drawback is that the clues are not always clear and the game doesn't keep a very good record of what you've been told. This led me to a lot of running around trying to find things because I'd forgotten exactly what the clue was and it wasn't in my quest log.

Other than search quests there are occasional dialogue options which seem to be for experience points only. I say that because I managed to select every possible wrong answer to one question before finding the right one and suffered no negative penalties at all!

 

Audiovisual

(8/10)

I had no problems with the sound effects in Ghost of a Tale. The sound of scurrying around was quite nice and the environmental sounds all fitted well. The music was good too, helping to set the mood without becoming overwhelming and speeding up whenever I was detected by enemies.

My sole complaint about the audio is what is lacking; voice acting. This was almost certainly a budget issue but I feel the lack of voice acting is very disappointing. If it was just that I don't get to hear kooky pirate frog Kerold that would be one thing; the dialogue is funny enough with just text. The bigger issue is that we play as a bard and songs feature at several points in the game. This does not work well purely through text.

This brings us to the visual part of audiovisual and, without a doubt, the strongest aspect of Ghost of a Tale. The entire game is beautiful! Characters and environments are filled with detail and colour and give the game a distinctive look.

Ghost of a Tale also has day/night cycles which you won't notice while underground but when you have access to the outside environments, you can see how the world changes over time and enjoy a truly beautiful sunrise. I really appreciated that this is even worked into the gameplay, with one quest involving where a specific shadow falls at a particular time of day.

Landscape view in 'Ghost of a Tale'

As beautiful as it all looks, there is one peculiarity of the lighting that I do want to point out. The game seems to adjust environmental lighting according to the light falling on your character. There is one entrance to a cave where, if you stand in the entrance passage to the Northern Shore, you will see everything is quite dark. If you step a little further out of the cave and into sunlight, you will see the cave itself becomes brighter and you can see everything. The strangest part is that that is the exact opposite of how things would work in reality!

 

Bugs, Bugs, Bugs

Although officially released and no longer in early access, Ghost of a Tale still has many bugs. Near the end of my playthrough, I was forgiving most of the game's flaws until one bug wasted at least 45 minutes of my time and nearly prevented me from even finishing the game! No game is bug-free but due to their number, visibility and, at times, severity, I do think they need to be mentioned.

Walls in 'Ghost of a Tale' I encountered two bugs in the catacombs. Once, I fell off the map and survived. But that only happened once. There is one tunnel where the walls do not form correctly and, as happened to me, it is possible to become stuck in the walls. This is highly visible and reproducible, occurring every time I went down that path.

I also found a very visible bug when using the red mist ability. The red mist highlights items and parts of the environment that you can interact with. I found it often highlights items that have already been picked up or banners that have already been burned.

Several achievements triggered for strange reasons and before all the criteria had been met. For example, I received awards for killing all spiders, stealing all handkerchiefs, opening all shutters and burning all banners before those were really complete. I know because I later found ones that I had never interacted with. In the case of the spiders, I think the game counted blocking worm holes as spider kills, but I can only assume the other achievements measure progress according to an earlier stage of the game. I bought the game from GOG.com and played through GOG Galaxy, so I do not know if this also applies when playing through Steam.

Those are minor issues though. What really sullied the game for me was something that happened right near the end. There is a chest that, when opened, will trigger some dialogue and then the final quest. When I tried to open the chest that did not trigger. No matter how much I tried nothing happened and I was left completely confused, running over the map trying all sorts of things to no avail. It was only after I found a thread describing the same issue and the solution of running a config reset script included in the game folder that I was able to finish the game.

If no one had made that thread, I'd likely not have been able to finish the game. I didn't even think I was looking for a bug; there was nothing to indicate anything had gone wrong, as certain new enemies had been triggered. It looked like everything was working. Having a major bug that can prevent completion of the game in your main quest line is just unacceptable. I can only hope that future updates will address these issues.

 

Summary

Ghost of a Tale is beautiful, bright and charming with some real surprises, interesting characters and funny dialogue. It's let down by the lack of voice acting, repetitive quests and several, sometimes game-breaking, bugs. It will probably disappoint hardcore stealth gamers though it might make for a light-hearted break from the darker tone of other stealth games. For furs, the characters and visuals will be the main drawcard and, once started, Ghost of a Tale should be able to draw you in for a very cute ride.

Comments

Your rating: None Average: 4 (2 votes)

I don't quite well agree with the gameplay score. If it's good for exploring and so far it seems more solid for completing the main story, then I would give it at least a 7. And if it's meant to be simple, it's simple. XD
I kinda agree with the action problem, but they could probably just change the name. or maybe by action they are talking about other characters?

Your rating: None Average: 3.3 (3 votes)

The score has nothing to do with it being simple. The low score is because the gameplay is repetitive and poorly executed. The only challenge is it being a scavenger hunt which is partially reliant on luck or persistence, not skill. The skill aspect comes out in the stealth but that entire aspect of gameplay is lost as you progress and not replaced with anything new. The game has strengths in its visuals and storytelling but it falls quite heavily in the gameplay department.

"If all mankind minus one, were of one opinion, and only one person were of the contrary opinion, mankind would be no more justified in silencing that one person, than he, if he had the power, would be justified in silencing mankind."
~John Stuart Mill~

Your rating: None Average: 3 (1 vote)

It's not that being "repetitive" is a bad thing all the time though. Some simple, but great games has repetitive (why simple?) gameplay (e.g. Spyro 1, StarFox SNES, Shadow of the Colossus, Crash Bandicoot 1(maybe), and sort of Dark Souls). Stealth games being more of the same feels likely natural. I think if the game isn't desiring to add new things to a basic form of gameplay, I think that's what a simple game like that is.

But... I have not played it, but am thinking of getting it. But I guess that means I don't much have a solid thought on the gameplay. Perhaps if it feels like it was supposed have more, instead of a game where it doesn't need more because of exploration for example, then I might change my mind a bit.
Shadow of the Colossus was very simple, but that was one of those games where it doesn't "need" more because of where you can go and what you fight.

Your rating: None Average: 3 (2 votes)

Those are not really repetitive though. They have a core mechanic but that keeps changing. As you progress through the games you get new abilities, face new enemies and enemies become stronger. There is progression within the core mechanic. Ghost of a Tale doesn't have that progression as fetch quests are the most abundant and one is pretty much exactly like another. There also isn't an increase in difficulty because the loss of stealth means the game actually becomes easier as you proceed. Exploration is also limited because it's a fairly small area where the real action happens.

And to make things more frustrating there are one or two quests that actually do something different. There is one where shadows play a role and another where you have to solve a puzzle and do something in order. That shows that it was possible to do these things but instead we got nearly only "find x number of y" which is just not satisfying.

"If all mankind minus one, were of one opinion, and only one person were of the contrary opinion, mankind would be no more justified in silencing that one person, than he, if he had the power, would be justified in silencing mankind."
~John Stuart Mill~

Your rating: None Average: 3 (3 votes)

Actually Shadow of the Colossus is mostly always the same unless you get those time attack items (though only after you beat the game?). The only thing that changes are the new colossi, about two areas, and your health and grip increases. Other than that, it's just more story. At least the mouse story has mainly more areas unlocking as you progress through puzzles maybe.
But I see a point for the stealth. If it's still meant to be challenging as you progress, but didn't offer it, I see something there.

I see I think. I still want to play it though. A lot of other reviews seems to praise it more, perhaps maybe the gameplay isn't as bad as you claim. But I still want to try myself first.

Your rating: None Average: 5 (1 vote)

Sounds like a nice game, but the "loss" of stealth midway and all those bugs are a huge minus for me :/.

Remember Yahtzee having a similar complain in his review.

Your rating: None Average: 3 (2 votes)

It's certainly charming and has its positives but... The disguise that removes the stealth is important because it allows you to interact with the rats but it takes away any challenge. That's frustrating. The bugs will hopefully all be patched at some point but I was surprised Yahtzee didn't say anything about them. (I only read/watch other reviews after my own is written so they don't influence it.)

"If all mankind minus one, were of one opinion, and only one person were of the contrary opinion, mankind would be no more justified in silencing that one person, than he, if he had the power, would be justified in silencing mankind."
~John Stuart Mill~

Your rating: None Average: 3 (1 vote)

I know a certain heavy metal loving dude who will air guitar battle you for that low gameplay score.

Well, I'll be...

Your rating: None Average: 2.5 (2 votes)

Oh?

"If all mankind minus one, were of one opinion, and only one person were of the contrary opinion, mankind would be no more justified in silencing that one person, than he, if he had the power, would be justified in silencing mankind."
~John Stuart Mill~

Your rating: None Average: 3.5 (2 votes)

https://www.youtube.com/watch?v=ACCnA7q5FG8

Warning: contains OFFENSIVE material!

Well, I'll be...

Your rating: None Average: 3 (3 votes)

Yeah... he's just wrong. So, quick update, his issue with the sneak meter filling up was not fixed in a patch. Something which is all the more ridiculous when you remember the guard he used as the example is actually asleep. (More on that in a second) Then he says "every other element of the sneak [something?] is sensational." Just... no. Here's a list of some flaws with the sneak mechanic.

-Guards have simple, fixed patrol routes or sentry points and they will seldom deviate. Even if they leave to chase you then will return afterwards. In fact, remember that first guard, they will even go back to sleep.
-There is no sort of alert level. The guards remain just as alert no matter what you do, how often you are seen or anything.
-In disguise you can burn banners as long as the guards aren't watching you directly. They can turn around, see you standing there with a candle and the burning banner, get alarmed and not question anything.
-They do not respond to environmental cues. If you open a secret passage right in front of their path, they will ignore it. Heck, you can open a cell door to two other prisoners and a guard will happily patrol past them all day without taking any notice that the cell door is wide open.

It's a serviceable sneak mechanic but the game doesn't feel alive with it.

Making serious waves as an RPG? How?! He doesn't justify that statement in any way. Probably because the RPG element is unnecessarily tacked on but offers little benefit. Even most of the abilities you can get are not particularly impressive.

He's right about it looking beautiful and having an adorable protagonist though. Really great characters in the story.

"If all mankind minus one, were of one opinion, and only one person were of the contrary opinion, mankind would be no more justified in silencing that one person, than he, if he had the power, would be justified in silencing mankind."
~John Stuart Mill~

Your rating: None Average: 5 (1 vote)

I think one of the more interesting story mechanics that was handled quite well was the use of dialog options to inject story elements. It does extremely well with immersion.

There are about three times this occurs where you are conversing with a main character about story elements of your past and the first time the player learns about it is when you are selecting it as an option as to what your character might respond.

It's a cleaver way of introducing the player to the character's history they play without having an exposition dump.

About the author

Rakuen Growlitheread storiescontact (login required)

a scientist and Growlithe from South Africa, interested in science, writing, pokemon and gaming

I'm a South African fur, originally from Cape Town. I'm interested in science, writing, gaming, all sorts of furry stuff, Pokemon and some naughtier things too! I've dabbled in art before but prefer writing. You can find my fiction on SoFurry and non-fiction on Flayrah.