Broken Roads - Role Playing in Regional WA
I recently played the demo for Broken Roads, an isometric, narrative driven RPG from Victorian based developer Drop Bear Bytes. Comparisons can easily be drawn to something akin to the original Fallout of Wasteland, however it distinguishes itself as a distinctly modern offering with the likes of some new and unique systems, including a complex moral compass, and a setting I’m unsure has ever been utilised in a game before - Regional Western Australia.
Broken Roads explores a ravaged WA wheatbelt, roughly 100 years after a nuclear apocalypse wipes out most of civilisation. An endearing setting, with small country towns such as Brookton and Merredin, the game explores the complex moral conundrum of how society might rebuild post disaster, which is especially interesting in a setting as isolated as regional WA. Distinct landmarks are also featured, such as the Merredin town hall and the iconic Wave Rock.
The main feature of the game is the moral compass, divided into four quadrants: Nihilism, Utilitarianism, Machiavellianism, and Humanism. In an interview with the ABC, game director Craig Ritchie stated that this system would have an impact on how the story plays out, with your choices affecting outcomes later down the line. “The story reacts to what the player does, remembers your choices. Something that you did five, six hours ago in the game may come back, and that person treats you differently,” he said in the interview.
The game explores moral philosphy from an angle I haven’t seen before.
He also said that the team has worked closely with Aboriginal Elders in both Victoria and WA, in order to treat sensitive topics with “respect and authenticity.”
As for what I think, the 2 hour demo is indeed a strong showing of some really unique concepts. Turn-based CRPG combat combines well with smartly written dialogue, showcasing some regional slang (derro is not a word I expected to hear in a game but here we are).
Combat feels sufficiently challenging, requiring you to purposefully position units behind cover to gain a tactical advantage, not unlike the combat of something like Wasteland. Slow, thoughtful decision making will allow you to gain the upper hand in combat, where every bullet fired feels meaningful in this dreary setting.
The writing was the standout for me. While it seems nearly every developer treats the Australian desert like a violent free-for-all, not unlike Max Max, Drop Bear Bytes show some restraint here, showing a more personable and tender side of Aussie culture, like heading to the pub for a beer after a hard day. The dialogue feels authentically Australian, which is a rare sight in media nowadays.
Broken Roads is set to release by the end of the year, and you can play the demo now on Steam.