Compare Broken Pieces prices across 50+ stores and find the best deal. Developed by Elseware Experience. Published by indie.io. Released on 9/9/2022. Available on PC. Genres: Action, Adventure, RPG.

A 10-hour mystery set in a ghost-town Brittany that gets the atmosphere almost exactly right, then fumbles the combat badly enough to make you wish there was none.

I went into Broken Pieces expecting a tight narrative puzzle box in the vein of early point-and-click adventures, and for the first two hours I got exactly that. The setup is genuinely compelling: Elise, a woman in her thirties who moved to the fictional French coastal village of Saint-Exil with her fiance Pierre, wakes up completely alone in a town that has somehow slipped outside of time. No neighbours, no Pierre, just seagulls and a glowing rock strapped to her wrist. As mystery hooks go, that is a solid one. The systems holding that mystery together are a mix of the clever and the clunky. The day cycle is the most interesting layer: each new area Elise visits costs an hour off the in-game clock, resting on a bench burns two more, and once 8 PM rolls around the shadow entities that haunt Saint-Exil become far more aggressive, making night-time travel genuinely punishing. Tying exploration pace to a ticking clock is a smart design choice. Less smart is the cassette tape delivery system that carries most of the narrative weight. The tapes come from Elise's own journal entries, a cold-war-era cult, and a reporter who investigated the town before her, and they do a decent job of layering the backstory, but almost nothing plays automatically. You have to open the menu, select the tape, and listen while managing the clock, which pulls you out of the atmosphere exactly when the atmosphere is at its peak. The bracelet that lets Elise manipulate weather, summoning storms or snow to solve environmental puzzles, is a genuinely original mechanic and the puzzle sequences built around it are the game's best moments. Using a blizzard to change tidal levels or topple a structure feels earned in a way that the fetch-quest objectives scattered around town do not. Then there is the combat, and I want to be honest with you: it is rough. Static camera angles lock Elise into confined arenas whenever shadow soldiers materialise, you target-lock and shoot, you dodge (inconsistently), you repeat. The gun can be upgraded and ammo crafted from scavenged materials, but there is no real build depth here to speak of, no meaningful choice between weapon loadouts or power combinations. The dodge input occasionally misfires, registering a backwards roll when you wanted a sidestep, which in a tight arena against multiple enemies is the kind of thing that will break your immersion instantly. The game even offers a Reduced Combat mode at startup, which is the developer tacitly acknowledging that the action is the weakest pillar. Take them up on it if you care more about the story. For an RPG-adjacent mystery, the character writing is unfortunately the other soft spot. Elise is described as determined and resourceful but the script rarely shows you that. Her emotional response to two-plus weeks of complete isolation feels oddly muted, and there is a moment roughly a third of the way through where she uses her crystal to conjure a thunderstorm and simply notes it is because of the rock, without a beat of disbelief or wonder. For a psychological thriller, the psychology is undercooked. The ending disappointed multiple reviewers across the board, and I think that is fair: the three mystery threads that weave through Saint-Exil start pulling together nicely around hour seven, but the conclusion does not pay off the intrigue the setup earned. For comparison, think about how Disco Elysium earns every one of its revelations through character depth. Broken Pieces sets up the questions, then answers them in a hurry. What works, though, genuinely works. The 1990s coastal France setting is specific enough to feel fresh, the dual-camera system (a modernised fixed angle plus a full third-person option you can switch between at any time) is a lovely nod to the genre's PS1-era roots, and the sound design of an empty town, ambient sea noise, birds, and the exclusively diegetic music Pierre recorded for Elise on those tapes, creates a loneliness that lingers. It clocks in at roughly nine to twelve hours, which is exactly the right length for this kind of thing. No padding, no inflated XP grind. If you can engage with the story quickly and tolerate the combat stumbles, the mystery of Saint-Exil will pull you through to the credits. Just do not expect the ending to fully close the loop. Monika, Scout Team

Broken Pieces
ActionAdventureRPG

Broken Pieces

Sep 9, 2022Elseware Experienceindie.io
GamerScout Says

A 10-hour mystery set in a ghost-town Brittany that gets the atmosphere almost exactly right, then fumbles the combat badly enough to make you wish there was none.

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About Broken Pieces

I went into Broken Pieces expecting a tight narrative puzzle box in the vein of early point-and-click adventures, and for the first two hours I got exactly that. The setup is genuinely compelling: Elise, a woman in her thirties who moved to the fictional French coastal village of Saint-Exil with her fiance Pierre, wakes up completely alone in a town that has somehow slipped outside of time. No neighbours, no Pierre, just seagulls and a glowing rock strapped to her wrist. As mystery hooks go, that is a solid one. The systems holding that mystery together are a mix of the clever and the clunky. The day cycle is the most interesting layer: each new area Elise visits costs an hour off the in-game clock, resting on a bench burns two more, and once 8 PM rolls around the shadow entities that haunt Saint-Exil become far more aggressive, making night-time travel genuinely punishing. Tying exploration pace to a ticking clock is a smart design choice. Less smart is the cassette tape delivery system that carries most of the narrative weight. The tapes come from Elise's own journal entries, a cold-war-era cult, and a reporter who investigated the town before her, and they do a decent job of layering the backstory, but almost nothing plays automatically. You have to open the menu, select the tape, and listen while managing the clock, which pulls you out of the atmosphere exactly when the atmosphere is at its peak. The bracelet that lets Elise manipulate weather, summoning storms or snow to solve environmental puzzles, is a genuinely original mechanic and the puzzle sequences built around it are the game's best moments. Using a blizzard to change tidal levels or topple a structure feels earned in a way that the fetch-quest objectives scattered around town do not. Then there is the combat, and I want to be honest with you: it is rough. Static camera angles lock Elise into confined arenas whenever shadow soldiers materialise, you target-lock and shoot, you dodge (inconsistently), you repeat. The gun can be upgraded and ammo crafted from scavenged materials, but there is no real build depth here to speak of, no meaningful choice between weapon loadouts or power combinations. The dodge input occasionally misfires, registering a backwards roll when you wanted a sidestep, which in a tight arena against multiple enemies is the kind of thing that will break your immersion instantly. The game even offers a Reduced Combat mode at startup, which is the developer tacitly acknowledging that the action is the weakest pillar. Take them up on it if you care more about the story. For an RPG-adjacent mystery, the character writing is unfortunately the other soft spot. Elise is described as determined and resourceful but the script rarely shows you that. Her emotional response to two-plus weeks of complete isolation feels oddly muted, and there is a moment roughly a third of the way through where she uses her crystal to conjure a thunderstorm and simply notes it is because of the rock, without a beat of disbelief or wonder. For a psychological thriller, the psychology is undercooked. The ending disappointed multiple reviewers across the board, and I think that is fair: the three mystery threads that weave through Saint-Exil start pulling together nicely around hour seven, but the conclusion does not pay off the intrigue the setup earned. For comparison, think about how Disco Elysium earns every one of its revelations through character depth. Broken Pieces sets up the questions, then answers them in a hurry. What works, though, genuinely works. The 1990s coastal France setting is specific enough to feel fresh, the dual-camera system (a modernised fixed angle plus a full third-person option you can switch between at any time) is a lovely nod to the genre's PS1-era roots, and the sound design of an empty town, ambient sea noise, birds, and the exclusively diegetic music Pierre recorded for Elise on those tapes, creates a loneliness that lingers. It clocks in at roughly nine to twelve hours, which is exactly the right length for this kind of thing. No padding, no inflated XP grind. If you can engage with the story quickly and tolerate the combat stumbles, the mystery of Saint-Exil will pull you through to the credits. Just do not expect the ending to fully close the loop. Monika, Scout Team

Tags

singleplayerachievementscontroller-supporttier:sub-5Fixed Camera AnglesTime LoopWeather MechanicsCassette Tape NarrativeReduced Combat ModeDay-Night CyclePoint-and-Click AdjacentDebut Studio

System Requirements

Minimum

OS
Windows 7 (64 bit)
Memory
8 GB RAM
DirectX
Version 10
Storage
23 GB available space
Graphics
3 GB, GeForce GTX 1050 (Legacy GPU: GeForce GTX 660) / Radeon R7 370
Processor
Intel Core i3-2130 (3.4 GHz)/AMD FX-4100 (3.6 GHz)

Recommended

OS
Windows 10 (64 bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
23 GB available space
Graphics
4 GB, GeForce GeForce GTX 970 / GTX 1060 / Radeon R9 390
Processor
Intel Core i7-3930K (3.2 GHz)/AMD Ryzen 5 1600 (3.2 GHz)

Reviews & Ratings

No ratings available

Game Info

Developer
Elseware Experience
Publisher
indie.io
Release Date
Sep 9, 2022

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