
Obsidian’s Pentiment stands out as one of the most engaging titles in recent years. Set against the backdrop of 16th-century Bavaria, the player steps into the shoes of journeyman artist Andreas Maler, tasked with uncovering the identity of an elusive murderer wreaking havoc in Tassing.
While players will encounter various potential culprits, they are compelled to accuse someone even without concrete evidence.
Spoiler Alert: No definitive proof will ever surface, and regardless of whom players sacrifice to the guillotine, doubt will cloud their decision.
In a discussion with PC Gamer at GDC, Pentiment’s director, Josh Sawyer, emphasized this unique approach, stating, “From the very beginning, I wanted there to be no clear answer.”
Sawyer continues, “The team would frequently ask me who the actual culprit is, and I’d respond, ‘There isn’t one!’ But some characters may seem more suspicious in hindsight, yet that doesn’t inherently prove their guilt.”
He draws from his experience as an RPG developer, asserting that traditional puzzles may offer a false dichotomy by always presenting a ‘right’ answer.
Pentiment instead asks players to continuously navigate uncertainty, embracing the notion that they are not detectives but simply artists. As Sawyer aptly puts it, “You’re not good at this; you’re doing your best to save your friend, Piero, who you believe is innocent, compelling you to choose someone else.”