Paradise Lost has an interesting premise, but one that is more common thanks to the recent resurgence of the Wolfenstein series: the Nazis in the game have Technology that far exceeds anything the Allies did during World War II. This leads to the massive Bunker that you pass through for the duration of Paradise Lost. The Bunker is the most interesting part of the game, and It’s fun to look at all the little details. Densely populated living spaces filled with forgotten possessions contrast with gigantic underground lakes and caves. The environmental design is breathtaking. Unfortunately, the enjoyment of your surroundings is hampered by the slowness of Szymon’s movement and the annoying interaction with objects.
Interactions with surrounding objects all occur by a strange movement with the mouse or Joystick. For example, when you press a door, you need to click on the door, wait for a circle to appear on your screen, click and press the mouse in the direction in which the door opens, hold down the mouse while a small progress bar fills up, and then wait for the Door Opening Animation to complete. It’s a strange mechanic that seems to be an attempt to add Immersion, but the pop-up window and the slowness of the entire event dampen the effect. I don’t feel like I’m pushing a door; I feel like I’m moving a mouse in a fast time event. Combine this with the slow speed of each Animation and its overabundance, and it will lead to a boring experience. The way the camera moves in these interactions and every time Szymon stops moving also made me very sick.
The story of Paradise Lost is the second most interesting aspect. This intrigued me enough to finish the game, although it could have benefited from the additional character development that would have allowed a few extra hours of game time. It is difficult to get acquainted and understand the main character when you spend so little time hearing him speak. It doesn’t help that sometimes you can choose what Szymon says, and it gives the impression that his beliefs about the events taking place are completely arbitrary and left to the player. The dialogue options are a strange decision for a game that is not a role-playing game. There’s also the binary selection dilemma at the end of the game that frustrated me, especially when I found out that the game deletes your save file when it’s finished. To see the other end, you have to replay the whole game. The “decisions” they make in Paradise Lost only seem to damage the cohesion of its narrative.
My last problem with the game is the large number of errors. Often, the textures of certain objects refused to be loaded, which led to strange moments, such as when Szymon was holding an invisible photo album in a filmy. In one area, it was as if the developers had forgotten to set up a table, but left the various papers and stationery floating in the air as if the table was still there. The many Bugs were annoying. Fortunately, I didn’t see anything that hindered my progress.
Paradise Lost is a simple and short game, strengthened by an incredibly beautiful environment and weakened by its underdeveloped story. Despite the cruel Animation and the speed of movement, I enjoyed my time with the game. It would have benefited from a cleaner story, additional bug testing and the cutting of some game mechanics, but this is a good sign for the developers behind the game. Environmental design is essential for walking simulators, and they know exactly how to create a fascinating environment. I look forward to playing your future games.