‘RAD’ – First Impressions
RAD is the latest game from Double Fine, set to release this summer. Described as an ‘action rogue-like,’ RAD tasks the player with delving into an ever-changing apocalyptic world brimming with nuclear fallout. I’ve been a fan of Double Fine for a while now and was fairly interested in getting my hands on their most recent project. Steam key in hand, I delved into this new world, eager to find out exactly what it was I was getting myself into.
The opening cutscene was, let’s say, not very impressive, just a semi-still shot with narration, explaining the premise behind the game. Having gone through not one but two armageddons, the world is left in the hands of the young teenagers, who are still strong enough to journey into the wasteland. While the game tries to fit in a hip, ‘rad’ presentation, the title “RAD” seems to fit more in line with the radiation theme present throughout. The wasteland, or “Fallow,” is a labyrinth of what’s left of civilization, overgrown with toxic ooze puddles and creatures tainted by the atomic waste. There is very little narrative beyond this; an overseer grants you passage to the Fallow and offers instructions, but it’s lacking the Double Fine charm I’ve grown to love over the years. This is certainly no Psychonauts or Grim Fandango, but then again, rogue-likes tend to focus more on the gameplay than the narrative.
So, how is the gameplay, then? I was thrown into the Fallow with nothing but an electrified baseball bat. In order to survive, I had to build up rads, which were mostly obtained by killing the various bugs I encountered, though I occasionally gained a few from certain flowers I passed. Obtain enough, and I was granted a random transformation that gave me an additional ability. The first one I acquired was an egg-laying power that summoned little spider versions of myself to attack foes. There seemed to be enough of these transformations that should make each run feel fresh, and they all change up the playstyle immensely. On that run, I relied extensively on my minions to attack for me, as getting close to an enemy is dangerous. On another attempt, I could throw explosive grenades. And on a third, I was given an extended reach on my bat. These upgrades melded together and were given different buttons to control, so I never felt overwhelmed by my options.
Exploration is a key factor in RAD. In order to progress through the exit door of each level, I was required to activate a few towers, thus forcing me to go out of my way to look around. Due to the need to increase my rads, I took the time to explore every area to the fullest, killing every enemy I encountered. Rushing through the game is ill-advised, as I would not have enough upgrades for later levels. Throughout the areas are cassette tapes (currency) and floppy discs (keys), further encouraging exploration. Shopkeepers are set up by the level exit and occasionally in side areas, offering wares such as healing potions and extra enhancements. These cost enough cassettes that I found myself grabbing any spare one I saw along the way, but also never felt unobtainable if I saw something I really wanted. The unfortunate drawback to this gameplay loop is that it can feel very grindy. Weapons and abilities don’t do enough damage and have a long cooldown so many combat encounters were a slog, especially as I reached later floors. Rogue-likes tend to feel fast-paced to keep the player engaged, but RAD did the complete opposite.
Aesthetically, RAD feels like a mess. While the menus take on a punk-rock-esque motif, the in-game art style goes for a kind of gritty realism, but with dashes of neon green to represent the toxicity I ran into. These clash with one another, making it difficult to pinpoint exactly the kind of game Double Fine is going for here.
The music is nothing memorable either. As a result, the only thing RAD has going for it in this department is the loud, bombastic announcer who makes a big deal out of everything I do. Transformations, collecting cassettes, killing a bunch of enemies – the announcer narrates it all, in a satisfying underground DJ-like voice. That is what I believe the game is trying to idealize, but the in-game graphics do not portray this at all.
On a more positive note, the player character model mutates with each upgrade, giving a satisfying portrayal of how far I’ve come. Perhaps my character is becoming more “rad” as I progress – ir-rad-iated, that is.
I believe RAD has potential. The gameplay loop is something I haven’t seen before, adding a tangible experience gauge to a rogue-like beat ‘em up. The beta I played was riddled with bugs, crashing and taking up my computer’s resources for itself, but I’m willing to chalk that up to it still being in beta form. The more pressing issues come in the form of aesthetics and the pacing. If these rough patches are polished by the game’s release, I believe there will be a gem hidden underneath.
Thank you for reading. Your Patreon support keeps our community entirely Ad free.