

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.
