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‘I Am Dead’ Review: One Man And His Dog Versus The Volcano

Mike Diver

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‘I Am Dead’ Review: One Man And His Dog Versus The Volcano

Featured Image Credit: Annapurna Interactive

Annapurna Interactive's publishing portfolio is impressive, indeed. From What Remains of Edith Finch to Outer Wilds, via Telling Lies and Florence, the company has a host of award-winning and critically acclaimed titles to its name - and I Am Dead, from Loot Rascals makers Hollow Ponds and Hohokum artist Richard Hogg, absolutely feels at home in such impressive company. It's a game quite unlike anything else you'll play in 2020, with a warm-hearted but bittersweet story at the core of some smartly simple puzzle mechanics.

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Unlike many video games, where the aim is to avoid death, I Am Dead begins with its protagonist already in the afterlife. As Morris Lupton, former curator of a tiny museum on the barely-any-bigger island of Shelmerston (fictional, but geographically a short ferry ride from the Isles of Scilly, going further away from mainland Britain, from what's suggested), the player is charged with saving this delightfully picture-postcard speck in the North Atlantic from a disastrous fate.

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You see, the island's assumed-dormant volcano is rumbling, and that's not a good thing. And so begins a frantic search (well, it's actually very leisurely, in practice) for a new so-called Custodian spirit to commune with the island and its beneath-the-surface bubbliness, and prevent Shelmerston from becoming a tragic molten mess. To do this, Morris teams up with his equally ghostly dog, Sparky, and the pair move between locations - from a yoga retreat lighthouse to the museum itself, taking in a cute harbourside town and an acquired-taste sculpture park along the way - in pursuit of another ghost to assume the position of Custodian. And thankfully, Shelmerston has a few options when it comes to deceased sorts who might suit the role.

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In order to communicate with these other spirits, the player - as both Morris initially, and then Sparky - must seek out memories of the passed-on character, which necessitates finding very-much-alive people who remember them, and literally swimming around in their brains for a bit.

I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg
I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg

From a grouchy campsite owner, who's actually very sweet when you get to know him, to a member of the fishfolk who's a mean karaoke singer (not every character is actually a human, here), Morris slowly reveals enough details to reform the ex-person in question. And it's not just the sloshing back and forth in the gooey grey matter that achieves this: memories-imprinted objects must be found, and this is where I Am Dead's most interesting mechanic comes into play.

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As a ghost, Morris can kind of slice into items around Shelmerston - not in the sense that he parts them in two, or more, but he can peer inside of them. So if you come across a flask of tea, you can see through to the brew inside. Shops in town can have their facades stripped away to get at the goods within; and cupboards and filing cabinets don't need unlocking when you can just stick your ghostly face into them.

I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg
I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg

Sometimes the objects you need to proceed are easily found by following the stories from the unlocked memories; but you'll have to really rummage around to uncover a few of them, peeking deeper and deeper, through several layers, to get to the treasure. Confiscated goods? Don't expect to find those just sitting around on a tabletop.

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The main game's story - a heart-warmer with a bittersweet aftertaste, about what we can and can't take with us when we go, and how we're remembered by those we've touched in our lives - is completed through a pretty simple formula, with only slight deviations as you near the end. Morris and Sparky travel to a new part of the island to find a spirit. They reassemble the spirit by hearing a number of memories and then locating the items references in them, with Sparky rounding up, I guess, pieces of the ghost in question. They then speak with this spirit - and then it's on to the next.

I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg
I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg

It's a pleasant process, and there's initially a lot of fun to be had looking into any and all objects you're allowed to interact with (there's no peeping inside clothes, you naughty peeper, you); but when it comes to the gameplay side of I Am Dead, what you see in the first ten minutes is largely the same as what you'll do in the final ten. The game's got a loop, and it knows how to use it.

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Thankfully, the story is a compelling one that becomes more interesting the more characters become a part of it, and the game's relatively brisk run time - you can finish it in an afternoon, or across a week of instead-of-a-bedtime-book play, as I did - ensures that all of Morris's slicing and dicing never gets old. There's a strange satisfaction to zooming in and out of a jar of eggs, or six-pack of beer, or a shop counter full of pick-and-mix sweets, just because you can. Most of what you'll play around with, turning over and peering into, is just there because it's what you'd find at a harbour, or on a boat, or inside a backpack, or at a museum. It has no purpose other than to be playful.

I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg
I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg

But every now and then, there's more - optional, against-the-clock pressure that Morris never actually experiences in his main-story efforts to sooth Shelmerston's volcano. You can find challenges on the island, where another spirit - the goat-like and always-laughing Mr Whitstable, a more mischievous ghost than either Morris or Sparky - will give you a clue to an object in the vicinity and then you must find it in a limited amount of time. You don't need to accept his challenges, but they're there, if you want them.

So too are a vast number of tiny Grenkins. These goofily bulbous creatures could have stepped straight off the Hohokum screen, and they are found by matching sliced objects against a silhouette that's barked into existence by Sparky. Line up the pattern correctly and out pops a Grenkin. Again, you don't need to do it, to find even one Grenkin, but each part of the island hides several of these critters, should you be a completist player who just needs to catch 'em all.

I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg
I Am Dead / Credit: Annapurna Interactive, Hollow Ponds, Richard Hogg

At a time where a 'Britain divided', in the near-future and distant past respectively, is the setting of at least two new AAA games - namely Watch Dogs: Legion and Assassin's Creed Valhalla - it's refreshing and comforting to play through a game where this place I call home isn't, well, a load of sh*t. The bucolic, pastoral Britishness of I Am Dead is weaved throughout its gentle humour and its heart-squeezing moments of emotional lurch, likewise its old-time seaside quaintness and whimsical soundtrack. It's a nice game to spend time with, in the same way that Detectorists (for example) was a nice TV show to spend time with; and for a title that's ostensibly about preventing a cataclysmic eruption, it's incredibly relaxed. It's definitely not for everyone, but to return to that Annapurna catalogue of paragraph one: if those games do it for you, I Am Dead will scratch the same itches with all the agreeable satisfaction of a Morris Lupton bellyrub. Woof.

Pros: innovative puzzle mechanic; appealingly bittersweet story; delightful art style

Cons: some of the voice acting fails to make the material shine; if you don't connect with the puzzle mechanic you're going to get bored

For fans of: Florence, Hidden Folks, Dear Esther

8/10: Excellent

I Am Dead is released on October 8th 2020 for PC and Nintendo Switch. Nintendo Switch version tested. Code provided by the publisher. Find a full guide to GAMINGbible's scores here.

Topics: Review, Indie Games, Annapurna Interactive

Mike Diver
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