Fun fact about both of us: we love words. Surprising I know, coming from people who write words on the internet for a not-living, but it was one of the things we bonded over very early on (that and our mutual hatred of the uncivilised barbarians who put the milk in before the boiling water when they make tea). Language, whether it’s spoken or signed, is arguably the most important thing in the universe. It’s a method of communication, of self-expression and, more relevantly to this review, a way of unlocking the lives of past civilisations.
It’s no surprise that we were instantly drawn to Heaven’s Vault. A game almost entirely driven by narrative? Check. Gorgeous art-style? Check. Entire hieroglyphic lost language to translate ourselves? Check.
OK, that last point is a very niche thing to be excited about, but for a chick who’s multilingual and the nephew of an Egyptologist it was always going to be irresistible. Deciphering the glyphs is a pleasant challenge and by now I’ve managed to decipher a fair chunk of the language, although I don’t think either of us is quite ready to take a crack at untranslated hieroglyphs in some unopened Pharaoh’s tomb. Give it a week.
Players assume the role of archaeologist Aliya Elasra, a feisty and stubborn young woman with an unquenchable thirst for history, and wanderlust to match. Skipper of her own ship, the Nightingale, she’s joined by robot Six as they’re sent out into the Nebula to search for a missing roboticist. Aliya and Six soon find themselves delving into something more than a simple disappearance as they traverse the Nebula, discovering long-lost historical sites, numerous inscribed artefacts and uncovering a millennia-old mystery.
An orphan rescued from the slums of slave moon Elboreth, Aliya is the kind of woman we would love to be friends with. She’s intelligent, independent, incredibly driven and, depending on your dialogue choices, sarcastic as hell. Now resident at the University of Iox, Aliya is also an outsider, somewhat shamed for her pursuit of the past instead of the present and general disdain for technology.
Funnily enough, despite being a robot Six is the ideal companion for her. It’s hard to refer to Six as an ‘it’ because he’s bursting with so much personality it would be cruel to refer to him as an object. With a dry wit to rival Aliya’s own Six follows her as they explore ruins together, making snarky comments about her recklessness whilst also being vocal about his concern for her safety. There are many moments where it’s easy to imagine him, after telling Aliya not to cross a crumbling bridge, sighing and pinching the bridge of his nose in exasperation as she insists on doing it anyway. They’re the quintessential Odd Couple, and the dynamic that develops between them is wonderful and subtly affectionate, even if Aliya wouldn’t admit it.
Gameplay is refreshingly simple. As a point-and-click adventure it is definitely optimal to play on PC with a mouse, but the PS4 controls work perfectly fine. Aliya’s movement is measured rather than slow, with Six rolling along behind her on his own accord. Interactive points, such as objects, are indicated by a distinctive, easily identifiable marker. Aliya and Six can converse by following the onscreen prompts: she can ask questions or respond to Six’s input, with a questioning response or a statement. Some prompts are tied to certain discoveries, dialogue choices or translations, giving even more incentive to thoroughly explore every nook and cranny. What’s more, these prompts don’t remain on the screen indefinitely, so important questions can go unasked and knowledge not gathered.
The camera can be a bit annoying to deal with, as it can be difficult to get it at the right angle to display the interaction prompt. Additionally, sometimes the camera can get stuck behind objects or at strange angles, as if it doesn’t quite know where it wants to settle; this happens almost exclusively when interacting with characters, more so when they move around the area. Where it’s at its most annoying is during the sailing segments, when the camera fixes entirely in place regardless of position when approaching junctions. More on that later.
The true shining gem of this game is in the translation. Players are eased in gently at first, with a simple two-word phrase to decipher. Each word has three possible translations and any of these can be selected: just because the sentence makes sense, doesn’t mean it’s correct. As the game progresses Aliya will start identifying correctly translated words and add them to her dictionary. Inscriptions can be simple phrases of only a few words or long strings of words run together, and are found on tiny objects and huge buildings alike.
There’s an indescribable joy in studying those phrases, scrutinising the glyphs to identify the patterns, and the satisfaction in getting a translation right is palpable. It gives the game a definite sense of tangibility, like we really are right there with her, blowing the cobwebs off long-forgotten cultures and uncovering a slice of history.
And what a history it is. Aliya is an inhabitant of the Nebula, a vast and ancient area of space connected by ‘rivers’ that flow between its moons, rocks and ruins. Various artefacts Aliya collects allow her to hunt for undiscovered sites down previously uncharted paths. It’s a gorgeous, colourful landscape we would love to explore ourselves, and we’re a bit jealous that Aliya has her magnificent ship to do just that. However, this is where the game’s big flaw lies: sailing.
Controlling the Nightingale is simple. R2 and L2 control side-to-side motion by raising either the right or left sail, and X to ‘sweep’ or boost. Arrows on the ‘water’ mark which turnoffs to take when necessary, with Six sometimes also clarifying which direction to go. However, with the arrows blending in a little too well with the river we often found ourselves overshooting a junction, and even though the game gives the option to reset, it became an annoyance very fast. Furthermore, the tricky camera I mentioned before can leave players with no ability to see where they’re going or even aim for the turning in the first place.
With Aliya spending a lot of time out on the ‘water’ sailing is a painful necessity. The closest to fast travel the game gets is Aliya taking a rest in her hammock: Six will then suggest a location or two for him to navigate the ship to. Otherwise, sailing is completely manual. For Tim, these sections became simply monotonous; not even the gorgeous visuals and dreamy music was enough to distract him. For me it was less monotonous, more hair-pulling frustration as I missed turning after turning (I’d say me being visually-impaired is the main contributing factor to this though).
Sailing is also where the game’s rigidity comes in. Aliya can apparently only sail to where the game wants her to. Deviation from a plotted course is possible, although it’s impossible to set down anywhere but the plotted course’s endpoint. This restriction feels somewhat at odds with Aliya’s adventurous spirit, especially as players can halt their journey to investigate ruins and shipwrecks floating here and there. I suppose much of this frustration is down to being spoiled by games allowing players to jump aboard their vessel and make for the open seas on a whim. Having a definite destination for the journey isn’t necessarily a bad thing, but it would be nice to just point the Nightingale downriver and see where the current takes us.
It’s a pity that sailing is such a pain because, as mentioned, the Nebula is beautiful. In fact, the entire game is beautiful. Each moon, each historical ruin is distinct, with a pleasant balance between simplicity and detail. Locations never feel crowded, whether it’s with people or objects, and thus navigation around smaller areas such as a market is far easier. The gorgeous 2D hand-drawn characters give us the feel of a graphic novel come to life, and is best viewed in motion where it can be done the justice it deserves. Plus, Six is adorable. A robot he may be but he has some of the best facial expressions I’ve ever seen.
Honestly, there’s so much to this game that I could go on for another seventy years. Incidentally, this is how long I estimate it’ll take to complete the story to 100%. The narrative is the equivalent of a miner chipping at the end of a tunnel, only to break through and discover himself in a massive gem-filled cavern, with tunnels and layers as far as the eye can see. Every single decision and dialogue choice affects the way the story progresses and that delivers an experience that feels entirely personal.
Whilst Heaven’s Vault may not be perfect, the levels of love and passion that’ve gone into this project cannot be ignored. To create an entire language for the purpose of a videogame is no mean feat at all, and the team at inkle should be damn proud of the achievement (see the developer session about it from Rezzed here). In an industry full of so many clones and sequels it’s refreshing to come across a game that pushes the boundaries of what the medium can offer. This is a deep, rich experience packed with lore and superbly written characters, and for that we really hope this game gets the acclaim it truly does deserve.