![]() Though each Rufus is in a different area, they are able to interact in subtle and not so subtle ways. For reasons I would not dare spoil, the player ends up in control of three separate versions of Rufus, and that of course has a huge impact on the game’s puzzles. In Goodbye Deponia, it is Rufus who we get a triple dose of. In Chaos on Deponia, the unique aspect of the gameplay was dealing with Goal and her three split personalities. Goodbye Deponia is filled with entertaining characters. Then in the second half, it gets more challenging with larger areas and a couple of trickier mechanics. The first half of the game is a series of small areas with puzzles that are not too difficult to digest and solve. In Goodbye Deponia, there is a much more balanced learning curve presented to the player. Basically the puzzles were spread out over very large areas, even early in the game, to the extent that a point and click adventure novice-or even a more skilled player-might struggle to find the solution. This was in part due to the lack of a hint system, but also due to how the difficulty scaled throughout those games (or maybe I was just bad). In Deponia and Chaos on Deponia there was a bit of a problem with getting stuck from time to time. Sadly, if you get severely stuck, you will have no choice but to search for a solution outside of the game, but I found that the majority of the game could be completed without too much external help. ![]() There’s also a handy interface mechanic where pressing the space bar highlights objects that can be interacted with. Pixel hunting for Rufus’ useful items throughout Goodbye Deponia is a pleasure thanks to the beautiful artwork and animation that Daedalic Entertainment provided. No matter how clever his plans, he always manages to cause trouble, and the more trouble he causes, the further the player gets in the game. The solutions Rufus discovers are not only ingeniously creative, but also dangerous and destructive. Such is the gameplay of a point and click adventure, and Goodbye Deponia is no exception with its variety of useful tools such as caffeine lollipops, mothballs and vampire platypus eggs. Rufus once again manages to solve most of his problems by utilizing whatever garbage happens to be lying around, either on its own or in combination with other objects. One man’s trash is another man’s treasure Poor Bozo! I’m sure an unpredictable combination of items will help him to feel better. Ironically, that’s exactly what Rufus does throughout the series. I have to give Daedalic Entertainment a lot of credit for making something out of nothing. As this is the conclusion to the storyline, it’s appropriate that it contains the greatest conflicts for Rufus to overcome, and he does so with more depth of character than I thought him capable of. Now, in Goodbye Deponia, the impossible has happened: Rufus has become somewhat likable. With the fate of Deponia in his hands and Goal frequently surrounded by danger, Rufus is torn between his selfish desires to reach Elysium, and a surprising strong motivation to protect his girlfriend and the home he never wanted.Īlthough I truly disliked Rufus as a character in Deponia, he grew on me during the events of Chaos on Deponia. But Rufus has evolved considerably over the course of the trilogy, and in Goodbye Deponia we finally get to see how many sizes his heart has grown. In Goodbye Deponia the player once again takes control of the fallible Rufus, the conceited, self-indulgent yet endlessly creative resident of Deponia who wishes nothing more than to escape his junkyard planet and live alongside his supposed girlfriend, Goal, in Elysium, a floating city. Not only does it have the strongest storyline of all three games (it even manages to make Rufus somewhat likeable), but it also plays better with a steady difficulty curve and some interesting new mechanics. Now the final game in the series, Goodbye Deponia, is available and it is the best game in the trilogy and a worthwhile conclusion to the series. The second game, Chaos on Deponia, improved things a lot with a much better plot and interesting gameplay mechanics. The first game, Deponia, was good, but a bit rough around the edges with an unlikable protagonist in Rufus, a slowly developed storyline and a lack of a hint system. Daedalic Entertainment seems to be getting better at what they do-creating point and click adventures-with every new game they release, and there is no clearer example of that than the Deponia trilogy.
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