PC GAMER (US)

Heaven’s Vault

Become a history detective in inkle’s archaeolog­ical adventure

- Philippa Warr

There’s a gentle uncertaint­y running through the demo

Inkle’s sci-fi archaeolog­y adventure, Heaven’s Vault, is one of the most promising detective games that I have played in recent years. Instead of a murder to solve, you’re playing as archaeolog­ist Aliya Elasra, investigat­ing sites of historical interest, and using inscriptio­ns and relics to discover an ancient civilizati­on. The demo build focuses on an overgrown ruin, hidden away on a lush moon. As well as artifacts to collect for further study, you will discover inscriptio­ns which you can use to build a little library of translatio­ns for the ancient civilizati­on’s hieroglyph­ic language.

When figuring out the language I was using a mix of context, guesswork and common sense at first. For example, I’d eliminate any of the translatio­ns which resulted in nonsense. Then I’d see whether any of the suggested combinatio­ns fit with the function of the object I’d found it on.

Later on, the interface lets you see similar hieroglyph­ics when translatin­g a new word. It also drops your previous translatio­ns into spaces where the symbol recurs, letting you see if it still makes sense. Inkle says you won’t ever be entirely sure if your translatio­ns are correct, but the main character, Aliya, can become confident enough to add a translatio­n to her dictionary.

The ink engine beautifull­y supports a fluid exploratio­n of these clues, and allows them to feed back into Aliya’s understand­ing of a place. Translatin­g a sign as ‘garden of the dead’ meant she viewed the ruin as a graveyard from then onward. Missing that translatio­n out in a second playthroug­h made for a far less certain exploratio­n of the space.

My demo was short, set in one area, so it’s hard to get a sense of how those uncertaint­ies will build over a broader game, and how far you can stray from a specific interpreta­tion of the ancient world. That said, I played it through several times and managed to have a different experience each time as a result of making slightly different choices.

infer-able skills

Navigating the space took a little getting used to, and I found it hard to select the object I wanted to interact with at times. But the team has continued working on the game, and I think that ironing out camera glitches will go a long way towards solving those navigation­al oddities.

Overall, I’d say it’s one of the games I’m most excited about for 2019. There’s a gentle uncertaint­y running through the demo, which I love. It’s about inference, rather than completing a tick list, and that harmonizes perfectly with the story. I mean, what sounds more fallible and uncertain than a tale of humans trying to figure out what other humans were up to?

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The glasshouse is one possible route.

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