
Farewell North
One solo developer, four years, and a border collie who carries the weight of grief better than most AAA studios manage with entire cinematics teams. Pack tissues.
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About Farewell North
My first instinct when I loaded Farewell North was to just run. The Scottish skerries stretch out in a haze of grey-blue, and you are Chesley, a border collie with four paws and no agenda beyond staying close to Cailey, the young woman you love. That monochrome world is not an art director's whim - it is grief made literal, and the game trusts you to feel that weight before it starts handing back the colour. The core loop is light by design. You sniff out interactive points, bark to spark a circle of colour, solve gentle environmental puzzles that mostly ask you to find the right angle on a broken bridge or path until it snaps back into existence, herd flocks of sheep left and right to pen them, canoe between islands, and free wildlife - ducks, foxes, a whale - scattered across the skerries. None of this is mechanically demanding, and a handful of critics have noted that the puzzles feel thin, occasionally repetitive, and that the platforming is wobbly enough to annoy when the game leans on it too hard. Those are fair complaints. What the light touch buys, though, is space: space for the adaptive orchestral score (sung in part by Siobhan Miller) to breathe, space for Cailey's voice-acted memories to land, space to notice a lighthouse crumbling on a clifftop and feel something about it. The game sits closer to Journey or Lost Ember than it does to anything puzzle-forward, and if you go in expecting the former you will be fine. The structure is island-hopping with a yellow glow marking story-critical skerries and a blue glow flagging optional ones. Collectibles layer on top: musical notes that reconstruct a Gaelic song Cailey's mother used to sing, lighthouses that unlock notebook sketches, will-o'-the-wisps, stone benches for quiet rest stops. There is even a hidden mini-game called Comfy Boy - a small platformer tucked inside the larger one - which somehow fits the tone perfectly. The pacing does sag in the middle third; one reviewer noted feeling like the story had concluded around the three-hour mark only to discover that was the halfway point. The back half shifts the setting to an urban mainland for a disorienting, genuinely affecting chapter that shows the city through a sheepdog's terrified eyes, then returns to the islands for the final stretch. Whether that second wind earns its runtime is a personal call, but the developer, Kyle Banks - working alone over four years and recognised as a BAFTA Breakthrough talent - clearly knows where the emotional landing needs to be, and he sticks it. For the target audience - people who finished What Remains of Edith Finch on a quiet Sunday and wanted more of that feeling, anyone processing loss, anyone who has watched a dog grow old - this is close to essential. If you need mechanical heft or challenge, look elsewhere. The puzzles will not stretch you, the stamina meter barely registers, and a mistimed jump just returns you to the last safe spot without consequence. That is a deliberate choice, not an oversight. Farewell North is a six-hour argument that a small, specific, personal story told with craft and care can hit harder than spectacle. At an 80 on Metacritic and with Steam sitting overwhelmingly positive, the consensus agrees. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 4 GB available space
- Graphics
- NVIDIA GeForce GTX 1050 or equivalent
- Processor
- Intel Core i5 or equivalent
Reviews & Ratings
Game Info
- Developer
- Kyle Banks
- Publisher
- Mooneye Studios
- Release Date
- Aug 16, 2024