Rufus, ill-tempered and entirely too convinced of his own greatness, lives in the most remote sector of the garbage-covered planet Deponia. He dreams of a better life in the floating cities of wealth and beauty high above the planet surface. When a lovely young woman falls from these privileged spheres down into a neighboring trash heap, Rufus sees his chance to escort her back home. However, getting her there safe and sound will involve a wild chase across Deponia full of twists, turns and mystifying mix-ups…
Chaos on Deponia (2012)
Some time has passed since the last game, but Rufus is still attempting to escape the trash-filled Deponia to the skybound Elysium. The lovely Goal returns to the planet’s surface, and her damaged brain implant continues to spell trouble for itts inhabitants, this time in a literal split-personality kind of way that greatly impacts puzzle solutions and her relationship with Rufus as well.
Goodbly Deponia (2013)
Reaching Elysium and saving Deponia seem to be just within arm’s reach for Rufus and Goal. But Rufus’s innate talent for chaos and mayhem also seems to have reached a whole new level. And so, instead of his great triumph, a crippling setback awaits. For the first time, Rufus is ridden by self-doubt. Of course, he wouldn’t be Rufus if he let that get the best of him. To tackle this new heap of problems, however, one Rufus just isn’t enough…
The first game was OK, the main character, Rufus being a tolerable jerk. The great cartoon styled graphics and the other characters balanced the nature of Rufus. He seemed to be at least apparent of his own flaws.
In the second shorter game he had become repulsive and starting to get really annoying. However in the third game, he continues in the same vein, his unrelenting revolting attitude brings the tone of the game down from being a comedy, to borderline racist and offensive.
As adventure games, there is are faults in all of them. One solved puzzle does not lead naturally to a clue for the next. So when you finally stumble on the solution for a situation, there’s never a sense of progression, of having achieved – instead the game either bends the plot to have your success be a failure, or it just ticks a mystery box and then leaves you equally lost.
The game’s penultimate chapter – an absolutely enormous section – has you playing as three different characters, each in their own sprawling location, with an inventory that’s shared to ensure maximum confusion and dead-ends. Figuring out what to do next is a needle in a haystack, and so very often those needles are entirely nonsensical. So many puzzles require you gather a bunch items without being given any clue why you’re after them .
It’s such a huge failure of adventure design.
If it wasn’t for the walk-through to get through the narrative, I would have abandoned the series after the first game.