Sunday Gold Review
L-R: Sally, Frank, and Gavin
Sunday Gold
Release Date: September 13, 2022
Developer: BKOM Studios
Publisher: Team 17
Platforms: PC
MSRP: To Be Determined
I really, really, really want to like Sunday Gold.
I should. It’s a retro-futuristic adventure/heist game taking place in a dystopian city based on ‘70s London Gangster tropes. The art style is an odd and impressionistic one similar to Disco Elysium, one of my favorite games of all time. And the idea of planning heists and putting together evidence to take down a megacorporation is brilliant, especially with the setting details placing the monolithic Hogan Industries at the center of everything from shady pursuits to violent sports. Even some of the mechanics are interesting, with various minigames used to represent the main characters’ abilities. But looking at those mechanics reveals the underpinnings of Sunday Gold, a game fighting itself and the player every step of the way. And unfortunately, that brings the whole package down, somewhat. So in the interest of honesty, I apologize, but I have to be true to my impressions.
It was supposed to be a simple job. That’s what Gavin said when he came to Frank and Sally, all they had to do was go to Hogan Industries, use his backdoor into the system to download some incriminating data, then blackmail Kenny Hogan (who’s a malevolent jerk anyway) for hundreds of thousands of pounds. Given that Frank owed a bunch of loansharks and Sally was floundering as a veterinarian and medic given her hemophobia, it sounded like a sweetheart deal. But things got complicated real quick. Gavin’s security clearance was outdated, the security teams are on alert, and there’s the matter of the dead chief of security and the bloodstained office that the trio found upon reaching the 19th floor. Soon the three are plunged into a murderous conspiracy surrounding Hogan Industries and its founder Kenny Hogan, desperate to solve things and stay out of the red the only way they can— by heisting and piecing bits of the puzzle together so they have a chance to survive.
Sunday Gold has something of interesting mechanics. The meat of the game is a point-and-click adventure where each of the characters has unique skills— Frank, the criminal lowlife sporting a Teddy Boy-style pompadour, can find objects easily and pick locks; Gavin, the twitchy tech expert, can hack computers and upgrade items; and Sally, the team’s muscle and medic, can basically bend bars, lift grates, and heal people. All of these actions, as well as searching the environment for supplies and key items, cost AP, which you have to refresh at the end of every “turn.” Each turn taken raises the alert, encouraging you to be quick and meaningful with your choices rather than to do the adventure game thing of sifting through the environment. When you do run into enemies, the game shifts into a JRPG-style combat sequence, where your AP is used for your attacks and skills against a variety of toughs and security personnel. The object is to balance things and figure out which risks you can take to complete the story as your AP goes down, tension ratcheting up as the alert level gets higher and you have to get things just right to progress, each step bringing you closer to high alert.
The problem with this is that the words “action economy” and “point and click adventure game” should not ever be on the same continent as each other. Point and click adventure games require the player to go through the environment carefully, find multiple solutions, and work things out as they go. It’s a genre that requires a lot of trial and error and solving puzzles in a sometimes obtuse sequence so that the player can eventually reach the specific answers through lateral and unconventional thinking. An action economy is all about finding the best and most workable solutions in any given situation with limited time and resources, requiring you to sometimes find the best way out of a bad situation. The result of combining these two things is that you spend a lot of time burning AP to find the very specific path through the story that the game wants you to take, while the alert level balloons to massive proportions. Even things like Frank’s ability to scan an environment, something that could undercut the normal pixel-hunting mechanics of adventure games, costs AP each time to use, with the ability’s highlighting feature vanishing almost immediately after.
This is compounded by the game’s use of a “composure” meter, essentially a sanity meter for the characters, which can go down as they encounter horrible things. This is great for getting a sense of the individual characteristics, because each character has their own triggers to manage and things they can process. It even goes as far as having them hallucinate or making certain challenges harder unless you carefully manage their composure, which can be brilliant under the right circumstances. Unfortunately, this also means they lose composure for examining certain things, which, again, runs counter to the point and click adventure segments most of the game is built around. If you can’t examine everything and investigate, it makes it difficult to do what you’re supposed to.
While you can, of course, use items to boost AP and restore composure, and restore AP in combat using the “guard” function, it still just feels like you’re fighting the game every time you perform an action. Which, when combined with the “find the specific actions” approach of adventure game logic, feels more like you’re being punished for, well, playing the game. Altogether, it becomes a frustrating morass where you have to push and push and push, then reload an earlier save and use what you know to keep from getting stuck in a tight spot. The game should definitely be tense, but it shouldn’t feel like you’re fighting it as it rams you over and over again against the mechanics. Eventually, one finds themselves save-scumming like mad so that you waste less time and experience more of the story.
All of this is a shame, because the game itself, that is, the story and art and even the feel of things, is really cool. There’s an excellent sense of discovery when you get something right, or discover the right item interaction, or unlock the way forward. The story and visuals set up a nice dark sense of humor, with the character portraits even changing based on the amount of damage or composure lost, and a lot of in-setting materials that add to the world— posters, birthday announcements, and even random comments do a lot to set up the characters and the unique look of 2070s London in a very satisfying way. Hogan and Hogan Industries come off as impossibly huge jerks even before the story starts kicking in, with things like employee motivation posters with bland slogans, a murderous cyberdog used for professional racing (the titular Sunday Gold) and a bulletin board offering a sick day raffle. There’s even a codex that fills in the blanks on setting information.
The art is similarly fantastic, blending surrealist portraits, motion-comic movement, and vibrant colors together in its own unique style, something familiar but entirely its own. The whole world looks like an indie comic book, and the spy-thriller soundtrack and horn stings underscore that beautifully. Even the character animations are fun, with characters stooping over when hurt, or victory poses that keep consistent with character dynamics and personality. The presentation is awesome, and I love every second I spend in that world.
Similarly, the RPG parts of the game do actually involve a bit of tactical thinking, with skill trees, interactions, and actions like guard refreshing your action economy making it worth thinking about your choices in any given situation, balancing defense and item use with the characters who are lower in AP, giving the usual static character roles a more rotational feel. Sure, Sally is the team medic, but if Frank’s down AP and has painkillers and adrenaline to spare, Sally can be just as good at offense. Sure, Gavin can debuff, but in a pinch, if Frank and Sally aren’t able to deal damage, his output’s similarly on the level. Skill trees also add a little complexity, lowering AP costs and allowing things like Gavin upgrading more items and Frank to get a scan ability to make pixel-hunting a little easier.
But when you’re fighting the mechanics every step of the way, it’s not worth it. In the end, Sunday Gold is a brilliantly flawed game, one that, if you have the patience to deal with its barriers of entry and contradictory mechanics, has some genuine moments of delight built in. I wish, however, the brilliance that shines through, the careful consideration to the world and wealth of interesting moments throughout, wasn’t ultimately obscured by the clouds of its own systems and gameplay.
The Good
- Excellent world design
- Fantastic art and characters
- Brilliant writing and a dark sense of humor
- Unusual but rewarding puzzles
The Bad
- Mechanics that fight the player every step of the way
- Impossibly tight margin of error that makes save-scumming pretty much mandatory
- Adventure game elements and turn-based elements don’t allow each other breathing room
- Very easy to get stuck without any clear idea of where to go next or what to do
Final Score:
I wish it didn’t have to be this, but I have to be honest