SUMMARY: 3.5/5.0
Kona is the first in what will be a series of four games by Canadian developer Parabole. This installment takes place in the Canadian wilderness in the 1970s, and combines the genres of mystery and survival-- yes, you read that right. You play as private investigator Carl-- on your way to meet a client, a car crash turns a leisurely drive into a struggle against the cold, and soon you'll have a murder on your hands as well. The game is accompanied by a narration in the style of classic detective noir, describing the player's actions and providing expository dialogue.
narration
"Carl Faubert sought information for a living. That is to say that ever since he returned from Korea, after having served with the armed forces, he had been working as a private investigator in Montreal. William Hamilton, a rich industrialist, had gotten in touch with him regarding a simple vandalism issue, nothing to write home about. Not worth hiring a private eye either, just so he can drive for hours on rough roads. But that's how it had always been: the client pays, Carl gets it done."
The narration is not the most creative way to deliver Carl's backstory. However, once introductions are out of the way, the narrations and Carl's own thoughts (which appear as glowing text on the environment) can be equally entertaining.
"Carl deducted this was a map of the area."
Really, Carl, is it a map? I thought it was a window.
Gameplay
I spent about 8 hours playing through Kona. (Though I'm sure it can be done much more efficiently!) There is a quiet sense of urgency throughout the game as you scramble through the snow to find clues and heat sources. The survival gameplay provides momentum to a game that is otherwise solely exploration. There are no puzzles or interrogations-- just exploring, collecting, listening to the narrator, and reading letters and journals.
The game allowed me to explore at my own pace without forgetting about the dangers of the environment or the mystery I was trying to solve. The scariest thing I encountered was the wolves, but for the most part I successfully avoided them or fended them off. For a game that isn't combat-focused, the end sequence was incredibly frustrating, and required an infuriating number of checkpoint reloads.
Conclusion
The components of Kona, in and of themselves, aren't necessarily new or innovative. Other games have done them. Other games have done them better. The story isn't anything remarkable. But that doesn't mean Kona isn't worth experiencing, or even enjoyable.
Kona combines the point-and-click commentary on the obvious with the strategy of survival games, and even throws in some supernatural elements. I was immersed in Kona's unforgiving icy environment for almost a full day, and I enjoyed my time there. The combination of genres, though, was the most creative aspect of the game-- there wasn't anything in particular that really stood out or impressed me. However, I'd still recommend this game-- despite the seriousness of the situation presented, Carl's thoughts and the narrator's commentary provided plenty of opportunities to laugh, and I'll definitely be keeping an eye out for the next installments.