
I had a great time losing myself in the visual identity of Nivalis, but what I didn’t like was constantly getting lost trying to find a parking spot. This wouldn’t be a huge issue, except these long walks were often silent, and could have been a good place to inject more dialogue or exposition. Far too many times I found myself right above my objective, only to spend a huge amount of time trying to find a parking spot nearby and then hiking my way to the objective through the walkways. The litany of optional distractions and things to pick up would also be more enticing if you could land your ship anywhere, or at least in more places. It almost feels like Cloudpunk wanted to be a bigger and more in-depth game than it actually is in practice.
Cloudpunk voice actors mods#
The vehicle mods and the gas stations are obvious, but something like punch cards you can find on the ground don’t become useful until later and even then, it’s nothing revelatory. There are no shortage of things to find and collect on your map, along with vehicle modifications, gas stations, and merchants of all types, but it’s not immediately clear why any of it really matters. This was compounded somewhat by the gameplay, which seems to offer depth beyond your typical deliveries, but rarely succeeds in delivering upon your excursions. For this reason, Cloudpunk was best played in bursts for me as it struggled to keep me fully engaged for long periods of time, due to the ebb and flow of the story. The overarching plot is so inconsistent that I often found more interest in the miniature stories of each delivery, which again, had mixed levels of excitement for me. The consequences of your choice are certainly made known, but don’t have the ripple effect they could have on other aspects of the game or story. This is used again, but never to the degree that I would have liked. My favorite element was something that happened early on where you could decide between two places to bring the package, based on limited knowledge of what it contained. It would have been nice for the story to happen more consistently during the drives, but I never felt bored as the city itself was quite gorgeous to look at as I was flying down the various highways and weaving between buildings.Īs it progresses, the story of Cloudpunk tends to have moments of intrigue and excitement that are balanced by more standard deliveries without much fanfare. The pacing of the story could have been better, as much of the dialogue tends to happen at the beginning or end of a trip in your hovering vehicle, leaving much of your drives to be filled with the game’s admittedly awesome music, or the ambient sounds of the city. There’s room for improvement in all of the performances, but the existence of voice acting was a nice surprise as I expected to be reading more than listening. Camus, on the other hand, who is supposed to be the digitized version of Rania’s dog, has a predictably simple and stiff delivery. The gruff voice of your contact at Control, for example, fit well within the world.


While some of the voice acting is a little stiff, I thought the performances overall were mostly solid. The story in Cloudpunk is delivered via dialogue as you’re driving between locations, and through conversations with NPCs you encounter when you park and leave your vehicle.
