Violett | Nintendo Switch Review

Being an avid fan of the point and click genre (check it out on the History Channel), Violett was right up my alley. My, erm, gaming nostalgia alley. Between Beat ‘em Up Street and Puzzle Lane. No, I don’t know where I’m going with this introduction either. Violett is a point and click game from Forever Entertainment and that’s that.

As always, Violett is a port of an old game that made an appearance on the Switch quite early on. When I first saw it on the eShop I immediately added it to my watchlist. At the time, there was something not quite persuading me to buy there and then. The presentation was spot on – notably the cutscenes. I’m a sucker for them. Despite this glamour, I held out until it was discounted. And that made buying it feel a little more digestible.

Violett - A raft puzzle located in the sink

Violett and me not k-i-s-s-i-n-g up a tree

Violett isn’t a terrible game. However, it is nowhere near what I expected. I was under the impression that this would be a world that would consume me with its beautiful designs and storyline – it reminded me a lot of Coraline but it couldn’t be further from that. Yes, the visuals are stunning but the design is poor. It’s tricky to navigate and the puzzles aren’t always so obvious. That’s a trait of point and click games – some of the most fatuous object combinations complete the genre. In Violett however, the assets you interact with just feel like an afterthought.

The backgrounds and character models are fantastic, but the sound production reminded me of clips you would hear on an Encarta CD (also on the History Channel or found in car boots). There isn’t any spoken dialogue. Violett speaks jibberish and gestures her thoughts and this stands out. Though I shouldn’t have expected too much for it is a low file size on the Switch-a-majig.

Simple tasks like walking on the scenery (I say ‘on’ as the character model doesn’t connect with the rendered backgrounds) were slow and monotonous. This sluggish motion partnered with the puzzles put me off quite quickly. I wanted to love Violett, but it’s wasn’t me, it was her. I couldn’t connect.

If the cutscenes were a bit more rewarding, then that would be the saving point but these were a let down too as it doesn’t build upon the massive potential the story has to offer.

Violett - Lost child cutscene

3D worlds, 2D narrative. Flat.

The story wasn’t the key point in The Gardens Between but I felt more connected than with Violett. Characters can still exude a presence or be a narrator without having an actual voice, but despite her gestures when interacting with other characters, Violett feels flatter than her 3D model.

Drawing the comparisons with The Gardens Between once more, the pace and difficulty felt more authentic than Violett. While there is a four-tier hint system in the game (you get a visual clue in one of four stages) it’s not enough to salvage the monotony I felt with each puzzle. Whether or not I’m smart enough, there was a little too much wandering – even with the hints. I don’t like giving negative comments on games as I’m sure this took a fair bit of time to produce, but for me, it doesn’t cut it as a must-have – even for point and click veterinarian (intentional spelling) like me.

Violett - M.C. Escher type scenary

I will conclude that Violett is more like an interactive storybook than a game. Perhaps it would have been better on a mobile device rather than the Switch. There is a touchscreen option but, to be honest.. nah. Violett didn’t meet my expectations but it is better experienced on a bigger screen than in portable mode. That is the best way to appreciate the artwork. Besides that, the touchscreen is fiddly and the controller is better, though not that much better