Memories are all we have
The Annapurna Interactive Showcase from last week might have only been 25 minutes, but it was packed with all kinds of new trailers and info on upcoming releases. One game I hadnβt seen before was Hindsight, and as a lover of narrative games (especially those published by Annapurna), I knew it was one I wanted to try out.
In Hindsight, you play as a woman named Mary, traveling through her memories as she recounts her relationship with her parents, her mother in particular. The two have a somewhat strained relationship, wherein Maryβs mother is controlling, which is often at odds with Mary acting like a normal kid.

Hindsight (PC, Nintendo Switch [Reviewed])
Developer: Team Hindsight
Publisher: Annapurna Interactive
Released: August 4, 2022
MSRP: $14.99
Hereβs my problem β when looking at the big picture, the story of Hindsight is perfectly functional. It gives us hints here and there about the true nature of Maryβs relationship with her mother, of the underlying resentment for her motherβs cold, distant behavior even when she needed her most. But Iβm afraid in this case subtlety may have been mistaken for underdeveloped characters.Β
If our dramatic question is βhow do we reconcile with the difficult relationships we had with the people we love, especially after theyβre gone?β the game leaves us still hanging on that idea rather than addressing it β even going so far as to outright ask the player that question nearly verbatim in its final moments.Β

I needed more
Iβm all for ambiguity, but it needs to be earned. I felt like the whole game, I was being told, not shown who these characters were. I wanted it to really dig in and show me how one characterβs actions affected another, and vice versa. Instead, it was scene after scene reiterating the relationship dynamics that had been in place from the start with very few variations. There were brief, much-needed glimpses into the charactersβ hidden internal lives, but they felt drowned out in a game whose run time far exceeded its narrative development.
My biggest takeaway from the narrative is that it never felt unique in any way. The dialogue was generic most of the way through (there were a few lines that connected with me, but I can count them on one hand), and the events of the story itself were just all moments I had seen before in the βslice of lifeβ genre.Β

This line from the gameβs prologue is a pretty good example of what youβre getting a lot of the time with the dialogue: βThings begin, and sometimes, when you least expect it, things end.β I understand the sentiment here, but itβs not specific enough. I felt like the first few minutes of the game was reciting clichΓ©s at me, when all I wanted it to do was dive deep into what made Mary and her family most unique. Even the best details, like her motherβs insistence on teaching Mary about her Japanese heritage, left me wondering how this story was different from other stories centered on immigrant families Iβve seen before.
Thatβs not to say that this version of the story couldnβt work. I just wanted more from the moments that were there: more introspection, more conflict, scenes with a clear clashing of values between mother and daughter, etc. I wanted scenes that would show me whole new facets of these characters that I hadnβt seen before, rather than repeating the idea that Mary never truly knew or understood her mom β there are only so many ways to say the same thing over and over.
Structure? What structure?
Another thing that didnβt quite work for me when it came to the story was the gameβs structure. The story was divided into seven chapters, and despite my best efforts, I could not for the life of me parse out how these chapters were supposed to be divided up. Part of the problem was that the story had us going in and out of memories, jumping timelines and settings sometimes as often as every few seconds β after a while, everything blurred together into one colorful, tedious drudge, and I found it impossible to differentiate one chapter from the next. Iβm all for non-traditional story structures, but in this case it never felt like we were building toward anything because I spent too much of the game feeling disoriented.

In terms of gameplay, Hindsightβs main mechanics are most akin to the point-and-click genre β players simply click on the highlighted object or next vignette to progress. The spin here is that often the way forward is through memories, and players need to rotate an object or manipulate the setting in order to see the memory from the right angle before diving into it. This made for some really beautiful visuals, and those moments were some of the strongest in the game for me. Thereβs also the thematic connection in that seeing memories from a new perspective β from hindsight, one might say β can help us understand them better.Β
That was all good in theory, but in practice, it often meant that I was fumbling to find just the right angle that didnβt feel very intuitive when I finally found it, or that I was searching for the item to click on to progress that was so small I walked past it four or five times. There were also times when I found myself moving forward in one direction only to have the character turn and walk back to where I came from for seemingly no reason. Itβs a small gripe, but moments like that left me feeling like they were trying to pad out the runtime.
Letβs talk gameplay
Mechanically, there just wasnβt all that much there. Thatβs fine for the narrative genre β itβs not always about having super in-depth game mechanics. Even so, the novelty wore off fast, and aside from moving some books on a shelf, or creating a time-lapse with a melting candle (activities I wouldnβt wager are the most fun things to do in practice), youβre left with a pretty rigid, repetitive experience. The game was only two or three hours at most, but unfortunately, I got bored with it pretty fast.
Aside from getting frustrated when I was unable to find that perfect angle or whatever tiny object I needed to click on, I ran into what I assume was a soft lock bug at one point in my playthrough, which means it halted my progress but wasnβt game-breaking. In a scenario where I could click on a few different vignettes, I chose one at random and sat for a good few minutes trying to figure out how to progress.Β

After giving up and going back to the main menu, I realized that I had to go to another vignette first to get an item I needed to progress. Like I said, not game-breaking, but I definitely got a little frustrated there. I also had some framerate hitches, but thereβs a good chance I got those because I was playing on my Nintendo Switch.
Overall, I was pretty disappointed with this one. The idea of reconnecting with the past and reflecting on how family relationships have affected us into adulthood is a staple of the walking sim/narrative genre β games like Gone Home and What Remains of Edith Finch have paved the way in that regard. While it would be ridiculous to say no one can ever explore those themes in a narrative game ever again, the reality is that itβs been done before. In 2022, I think we need some more iteration on games with story at the center, because at this point, linear games with minimal mechanics donβt feel like theyβre up to snuff anymore.
In order to make a game with this subject matter really stand out, you have to put a new spin on it like weβve never seen before. Unfortunately, Hindsight didnβt really manage to do that, either in its gameplay or its story. At the end of the day, story is whatβs supposed to matter the most here, and if the writing were stronger, Iβd be able to forgive Hindsight many more of its transgressions.
[This review is based on a retail build of the game provided by the publisher.]