When a mysterious woman in a devilish red dress comes knocking, flush with cash and dangerous ideas, there’s only one thing to be done. Light that cigarette and whip out your notebook because there’s a mystery afoot, one that will take you deep into the neon-drenched underbelly of your darkest nightmares. Decisions and choices await you at every turn, what is truly right and wrong? That is for you to decide.

Let Bions be Bygones is a point-and-click adventure title from the minds at Bohemian Pulp. The story is set on Terrahive, a bizarre cyberpunk-esque planet riddled with crime and tortured souls. Set off on an adventure as John Cooper, a down-on-his-luck PI who quickly becomes obsessed with uncovering the fate of a young girl who has gone missing. A slippery cast of deadbeats and oddballs await you, and slowly but surely you may unravel Lucy’s fate.
The introduction to Let Bions be Bygones is certainly intriguing, starting with a great premise and a couple of wacky and memorable characters. The first thing that grips you and drags you into the world is the charming art style that the devs have clearly worked very hard on. The pixel art here is superb, and though characters may seem pretty blocky, this doesn’t stop them from exuding personality. It’s dark yet bright, hopeful yet dismal and awash with colour. Your adventure takes you to some incredible-looking areas, it’s worth your time just to stop and take a look at some of the backgrounds and enjoy the little details that make the world seem inhabited and thriving.

Yet I knew something was bugging me right from the outset. It’s hard not to feel in this day and age that the trope of neon-lit cyborg-populated dystopias has become a little overused. This coupled with the deadbeat, cigarette-smoking, broke detective cliche, it’s just a little too much. While the story is presented well, Let Bions be Bygones doesn’t do anything that I haven’t already seen before. The point-and-click style is interesting, but ultimately another thing that’s been done, and in more interesting ways. The game at the outset even acknowledges these stereotypes and cliches, yet I don’t think that gives the devs a free pass. Just because you acknowledge that something is cliche, that doesn’t negate the fact that you’re not innovating.
As we get into the gameplay, new things begin to crop up, little things, yet annoyances nonetheless. Audio issues plagued my experience throughout, whether it’s weird levels in the vocals, where some characters feel like they’ve been professionally recorded and others sound quiet or scratchy, or even voice lines failing to play when the text pops up. In addition, while I enjoyed Cooper’s gun dialogue at the beginning, as the game goes on, the constantly spewing sidearm loses its novelty and becomes a thorn in your side, making the conversations feel longer and more bloated than they need to be.

Let Bions be Bygones particular struggles in this regard. While Act 1 is fairly well-paced, and I enjoyed it a lot, acts 2 and 3 lost me. Whether it’s the non-stop sci-fi buzzwords and jargon that aren’t explained properly or the multiple different objectives with no clear path or sense of direction, it’s easy to feel lost and completely mentally overloaded as the stakes get higher. At one point, a strange black cutscene occurred, which looked as though the game was glitching, (though this may have been the style) and I truly had no idea what was going on.
Shortly after this, the game finished fairly anticlimactically, and I was left feeling a little dumbstruck. I hadn’t made the right decisions, that was for sure. In most visual novels it’s fairly clear which decision will lead to which endings, but in this case, I felt baffled. I can’t help but feel the devs are going to alienate some players this way. Part of me wants to go back, yet playing through the whole experience all over again, and being thrust into an adventure that didn’t quite compute sounds overwhelming.

Palers, Azurites, Hive-minds, Uppers and Bions, it’s a lot, and various choices are being thrown at you left, right and centre. I think there’s a lot of fluff here that needs to be stripped back. Build up the characters more, make us care about their lives and let them influence our decisions. The description is great, but the characters are key! Give the experience a bit of polish before sending it out into the world. I’m aware the devs are currently listening to feedback and acting on it, yet this title doesn’t feel ready to come out. Especially as it was originally just Acts 1 and 2.
A few times, I was stuck in a cutscene that wouldn’t finish, with no dialogue options available. In others I was presented with dialogue options about events I had not discovered yet, leading to me gawping in utter confusion. And even more crucially, some of the actual hitboxes on the click options feel awful to interact with. In a ‘point and click’ adventure I would believe that this is one of the most important things to get right. If things on the screen are hard to click… well safe to say you’re doing something wrong.
It needs work, that’s for certain. But these are things that can be ironed out. I think with a bit of polish this game could be great, because there’s some real promise here, it’s just buried under a lot of unnecessary clutter. If you’re a sci-fi lover with a passion for mystery. I’d say this is a game for you. But maybe give it a bit of time in the oven first, this project isn’t quite ready yet.








































































