"This is absolutely a project worth supporting if you appreciate atmospheric first-person games." - PC Gamer
"PAX Prime 2013 Awards: Up and Comer Award. Now for the Up and Comer award, our rising star, I'm going to have to give it to a game that dazzled me." - FPS Guru
Betrayer is a first person action adventure game that takes you to the New World at the turn of the 17th century.
The year is 1604. You sailed from England expecting to join a struggling colony on the coast of Virginia. Instead, you find only ghosts and mysteries. What catastrophe blighted the land and drained it of color and life? Where are the settlers and tribes who lived here? Where are the settlers and tribes who lived here?
Clue by clue, you must piece together the story of what befell this doomed settlement and find a way to set things right. You will be hunted by corrupted Conquistadors and ravening shadows as you explore an expansive wilderness in order to trace the brief, tragic history of the colony and search for survivors.
Explore large, open environments teeming with danger and discovery. Chart your own course in search of clues and treasures.
Switch between two distinct worlds featuring different enemies, obstacles, and threats.
Wield early 17th century weaponry including muskets, bows, crossbows, and tomahawks. Upgrade your arsenal by purchasing or finding faster, deadlier, longer-ranged weapons.
Charge headlong into battle with guns blazing or pick enemies off quietly. A novel, movement-based stealth system lets you hide in plain sight or use the wind to mask your footsteps.
Equip ability-enhancing Charms to complement your play style, granting anything from extra health to faster movement to improved stealth.
Play with the default visual style for maximum eeriness and tension or customize the color and contrast settings to suit your tastes.
Betrayer™ © 2013-2014 Blackpowder Games, LLC. Betrayer, Blackpowder and related logos are trademarks of Blackpowder Games, LLC in the U.S. All Rights Reserved.
Betrayer was developed with Blackpowder Games studio which Consisting of former creators of F.E.A.R. And No One Lives Forever. The game environment and overall elements (except red-like effects like blood) are black and white, but through the options, you can customize the environment and increase the amount of black and light. Players can match the story of the game by finding the various objects that are scattered in the environment. The game world is black and white and the important objects are red. You can finish the game in about 5 hours. The game was a great success.
I received the game from the Mystery bundle and I've been enjoying it since. It has amazing artwork and good gameplay. The game made me feel scared at some points with it's sound and what happens in the game. While attacking one person, another got behind me and scared the living shit outta me. You'll enjoy this game.
this game has the greatest art i have ever seen in my life and it has a fairly large area to explore the combat is challenging but not to challenging and the story is really good the different weapons you can use are cool too. this is just some of the great things about this game i give a 90/100
Betrayer is a weird beast. It's another game that holds its narrative higher than its gameplay, but it still tries to fit more combat into its story and atmosphere than other games like Gone Home, Master Reboot, etc. It also features a very striking artstyle at first, although I'm not quite sure the developers knew exactly where they wanted to go with it. You arrive in 17th century America, and go from camp to camp, trying to figure out the world around you. To do this, there are some pages spread around the maps, and also ghosts. You can see and speak to them, and little by little, by finding clues around the maps, you'll be able to understand who they are, how they died, and thus investigate the strange happening of each camp. I really like the concept, and it's certainly different, but I don't think the execution is perfect, for the game's length. It feels like it would be a great element in a game, but not the sole focus, as is. There are various enemies spread around, with different tells. You'll have to be methodical in dealing with them, and use sound to your advantage, moving stealthily to avoid certain death. Let's go more in-depth with its presentation. You've probably seen from the screenshots that it's a very important aspect of this game. The game is essentially in greyscale, with heavy contrast and lighting, and then features some live red for you to spot enemies and other important clues. There is the option to set normal colors though, and it looks pretty good as well, as long as you adjust the contrast and the lighting as well. There are two worlds, a living world, and the ghost world, which you switch from and to, depending on your objective. The ghost world is far grimmer and darker. However, since both are black and white, I think it loses its punch, in general. I played the whole game as it was by default (always greyscale). After that, I went back to find missing collectibles, and used normal colors. Even in the living world, the game is far more tense with colors off, but the shock in switching worlds is significantly lessened. Playing without colors can also be quite confusing at first, and I honestly don't know how I feel about it. It's just weird. And in the context of this game, it works! The whole time, I was just trying to understand what exactly the game was trying to do. Another crucial aspect on this game is its sound design. There's no music, it's only ambient sounds. Now, the greyscale serves a purpose in the game. It makes you realize that you see the world differently than others in that world. You can clearly see enemies and interactable objects, while they can not. This also plays a role in sound design, as enemies have a much harder time seeing how. They can however, hear you if you're not careful. So you'll constantly be trying to walk crouched if you hear enemies around (or see them) not to get spotted. There are also occasional gusts of wind that mask your sprinting sound. Some enemies are very clear with their red tells. Others, however, are also hidden, until they spot you. The only way for you to tell they're around, is through the sounds they make. There's a lot of nuance to it regarding its sound and visual design and the combat, actually, it's pretty cool. There are also audio tells for when you are near an objective, or a collectible. You can also press X to be guided towards a close ghost/main objective, with a distant sound effect. There is a visual aid to it in the options menu, but I recommend playing only based on the audio cues. It's hard to review this game, as it has so many details that shape the experience. I'll have to say the it's very heavy on atmosphere. It's not an horror game, but it can make you uncomfortable at times, and unexpected enemies can make you jump every once in a while. But I loved how tense it made me. The visual and audio design was spot on to make you feel that something was wrong at all times. Great job on that. Well, there goes half of the review and I haven't began talking about gameplay. Each map if self contained, and you can only progress to one after you've done every important objective for the previous. If you guide yourself with the sound cues, you'll have no problem with it. Most of the maps are very empty and barren woods, with 2-3 camps or important landmarks in each one. There are Pages, Chests, Clues, Ghosts, Graves, and Totems spread around. You have a notebook that checks most of what you find, regarding clues, locations visitted, graves found, etc. You also have a map to guide you (and fast travel between landmarks), but you can not make annotation in the map. This is a huge problem. If you're after the chests, pages and clues, it's a nightmare to go look for them again without map markers. There are also some clues that you can't uncover until you get a Shovel late into the game. Without marking these when you find them, going back after you get it is a pain... You'll forget most of them, and overall, it's very inconvenient to simply walk around hoping you'll stumble into something. This is only a problem with the optional stuff, but it's annoying nonetheless. Regardless, let's go back to the game. There's also a vendor, from whom you can buy weapons, ammo, and the like. Enemies also drop weapons, although much weaker than the ones you get from the vendor. There are also 16 unique weapons that you can find from Chests, or with the Shovel. These are even better from the ones in the vendor, and it's worth scavenging for them. In the normal world, you'll have to clear the camps of Spaniards (to set your checkpoint there) and find a Bell, to mount in it. By ringing the bell you change worlds. This is where it gets more interesting. In the ghost world, you'll go around trying to find lost souls and wraiths. There can be both colonizers and natives. If they're lost, you'll point them to the camp, you can speak to them there. As you find more ghost and clues for each map, you'll be able to ask them questions about each other, and the items you find. This reveals how they died, little by little. It's usually episodes of people betraying one another (hence the name). While they're not groundbreaking, I thought they were cool, and also set the tone for the game's world. It's not historical or anything. It's mostly a way of integrating the narrative with the gameplay, and that's very good. There's also a main plot (that's related with these side-stories as well), about the normal human being you find. She can't quite remember what happened, and so you go around trying to find her family. The problem with this, is that I can't understand the point of this story. There doesn't seem to be a message in it, for the most part. It's just... there. And while the world itself, and the side-stories make the game interesting, it doesn't seem as directed as I would have liked. Don't get me wrong, I really enjoyed playing the game, but there's something missing, and the potential is there! I hope you get a good enough idea from this to know if this is for you. I just find it really hard to fit this game into a review. Another aspect that I want to touch, is the moral of your actions. With the enemies, they completely dehumanized the enemies, weirdly enough. The Spaniards are just armored humanoids that sound like bears. Seriously, if you hear a freakin' bear, it's a Spaniard. They also have a full helmet, so you never see their face. The natives are fire-y ashen being and whistle to communicate with each other. None of them feel actually human, so you have no problem with killing them, as they're just hostile beasts. Overall, it's a very interesting game. Execution is half stellar, half lacking. It feels a bit incomplete, pacing-wise. But I'd say give it a go! You'll probably have an odd feeling of enjoyment while playing it!
Remember how FPS games are all alike? Well, this isn't. The world is painted in greyscale except for some red here and there telling about something important. Kind of like in Schindler's List but with less impact. The story and the gamelay is not bad, it is actually quite good. I also loved the setup of marooning on this island which is new and strange to the player. Questions spring to mind right from the start and the thirst of exploration is felt on the tongue. The sound design emphasizes the environments and brings the world more alive. The game world is very well crafted. Only the enemy AI is a bit lacking but not much. You will die in this game. It is almost a roguelike in that regard. I suggest you give this a shot. It will be a breath of fresh air.
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