This is a really short one because it’s a short game, took like ten minutes to beat, if that. It’s a walking sim game with early PS1 style graphics, like very early. You play as a… woman (?) who’s depressed. Her lover left her and now she’s dealing with depression and other feelings from the seemingly bad break up. At first she questions why this all happened, then depression takes a strong hold, then anger and eventually acceptance and being a peace. It talks about some things that all of us have felt, from the sadness of not knowing why things happened, of yearning to still be with them, to being angry because it all fell apart, to hating both the one you love and yourself, the feeling of unworthiness, and the like.

It touches on some important things, but it feels less like a walking sim and a lot more as though this was someone making a game as a form of self therapy to get their emotions out and feel better. I would have liked the game to have been expanded to really delve into the various emotions to talk more, maybe share some of the situations so that it connected with people a bit more and to increase the amount of time it took to finish the game. Throughout the game you read the player character’s inner monologue, and having more inner monologue would have been significantly better so that we could attach to the character and the situation more. Yes, these are emotions almost all of us have felt, but it’s nigh on impossible to become attached to the game because there’s not enough here game or story there; there’s no personalization to give the character a personality to connect with, we don’t know about their relationship and they move through their emotions so quickly we can’t connect with the emotions of the character or the character themself. I liked what it was going for, and I’m totally for it, but it didn’t quite hit the mark in my opinion.

Lastly, the camera work drove me nuts, numerous times in the game it would yank the camera off to some weird corner of the room and it had a few times where it did that like three or four times within a handful of seconds which made me feel incredibly sick to my stomach. Also thankfully, there’s a first person mode which I liked playing the game in, the problem is, there were many times when the camera was yanked from first person mode doing the stuff I mentioned above even when I tried playing in first person, it did it so much I gave up playing in first person. It was very disorientating for me and I didn’t like that, I would have liked to play it all in first person, because with my eyesight it’d just be easier to know where I was and what I was looking at. This was created as a submission to some sort of event thing going on over at called the Haunted PS1, basically a bunch of creators are making PS1 styled games that have some sort of horror slant in them, there’s a lot of submissions, so don’t just check this game out but look at a few of them. When you do, let me know which ones you liked.

Pillar of Rust was developed by Valerie Dusk.

Point of Sale:

It’s a pay what you want deal, I say try it, if you attach to the game, then I say toss Valerie some money for it.

A review copy of the game was obtained by the reviewer. The reviewer was alerted to it by Valerie herself, due to the event mentioned in the review.

darkmikasonfire does not award Pillar of Rust the Indie Gamer Team Seal of Approval, there’s not enough of a game here sadly.