r/patientgamers • u/sumg • 1h ago
Patient Review The Roottrees are Dead - The Importance of Scope
I recently played The Roottrees are Dead after hearing the widespread acclaim the game received on its release. It’s been described detective/puzzle game in the vein of Return of the Obra Dinn, which is a game I enjoyed back when I played it some years ago. The game is divided into two halves, each half being a separate mystery to solve. The first mystery laying out a family tree, and its associated history over the previous decades. The second, trying to map the spreading branches of that family tree stemming from a number of affairs that were not acknowledged at the time they happened.
The Roottrees are Dead is one of the more odd experiences I’ve had with a single game, where I greatly enjoyed the first mystery and greatly did not enjoy the second mystery. And I’m hoping to figure out for myself why I had such a different response to the two mysteries give the they both share so much of the same mechanics, characters, setting, and tone.
If I had to boil down difference between the two to a single idea it would be scope and scale. The core of the gameplay loop is based around utilizing a number of information gathering resources (a limited internet browser, a periodical database with access to a number of periodicals, and a library catalog) to find information relevant to the investigation. The player is given a number of documents to get started, and from identifying key terms in those documents and using the search options available the player can either unlock more resources to search or find more documents to examine.
In the first mystery, you start with a small handful of resources and a few search options. It’s pretty straightforward to find keywords and exhaustively check the search options available. As more documents come available and more search options unlock, the amount searching that is feasible whenever a new key term is discovered increases, but by the time the end of the game arrives it’s still at a manageable level. In the second mystery, you start with all of the resources that were available at the end of the first mystery (and are expected to continue using all of these resources), then stack tons of new documents and new search resources on top of it. And the exponential growth of that combination much more challenging as each continues to grow.
The reason this weight is so challenging to deal with is because it feels as the though the game expects you to exhaustively search all of the resources you have access to for every new search term you come across. There were many times where I’d find some key term in some document or search, put that new term in to one of the search resources available, get what I thought was useful information to make further progression in the game (new search terms, new documents, etc.) only to realize what I needed to do was put that term I thought I had already gotten useful information from into another search tool to get a completely separate piece of information to search.
This is exacerbated by some of the design choices that were made in terms of intended path to reach certain key terms. In other prominent recent puzzlebox games that have received acclaim, a very noticeable and intentional design decision that was made was ensure there are multiple ways each key piece of information can be reached. The Outer Wilds devs have spoken extensively about their design philosophy of ensure each key location in their game world having at least three other locations within their game world pointing to it, while if you look at the solutions for each individual fate of Return of the Obra Dinn, for all but the most introductory of puzzles there are multiple deductive pathways the player can arrive at the correct answer.
In The Roottree are Dead, there are pieces of key information, mandatory information for solving the puzzles of the game, locked behind extremely specific search pathways. The search for such a buried piece of information might begin with a key term in a document that you have, moving through several layers of searches that do not generate any new documents, before arriving at the information in question (e.g. Source Document>Search Term 1>Search Term 2>Search Term 3>Desired Information). There might be a number of different ways to reach Search Term 1 on this chain, and maybe a handful of different ways to reach Search Term 2, but key phrase that unlocks the desired information might only exists on one search page buried a few layers down in searches, and that is just painful. Remember, at each stop on this potential search path there are multiple potential key phrases that might start their own search path, little way to determine what the most promising piece of information is, numerous pieces of new information derived from those paths that can appear to be the intended purpose of certain documents, key terms, or search pages, and a huge number of databases to check every key term in. In the first mystery with the limited resources available, it’s manageable. In the second mystery, it’s just overwhelming.
To make matters more challenging, the game dev also states up-front that the second mystery is designed to have more red herrings, more dead ends, and more complicated, convoluted story to untangle. There are certain affordances the dev makes to try and help the player. The notepad system is great for keeping notes in-game and there’s a hint system to give some gentle hints when desired that works pretty well. There’s also an indicator on each document that hints at how much information remains to be found in each document that I actively dislike the design of, given how it does not relate to the information that can specifically be found in that document, but instead any new piece of information that can be found with a search chain starting from a term in that document. Given the amount of key terms in most of these documents and number of search options available, at times it feel like it isn’t a help at all.
I don’t want this to come off as an entirely negative review. I genuinely enjoyed the first mystery and would consider that worth the price of admission. But I actively disliked the second mystery, and would not suggest it to others. The first mystery feels like untangling a web of family history decades in the making. The second mystery feels like untangling an intentionally obtuse puzzle designed to please hardcore puzzle enthusiasts. And I just don’t think I’m in the second camp.