75
Phoenix Springs will land well with anyone looking for a complex, experimental mystery with striking art and a surreal atmosphere, so long as they don’t mind wrestling with a strange, disjointed narrative and a few obtuse puzzles in an increasingly bizarre second half.
78
Phoenix Springs is not for everyone, and I’d venture to say most people won’t care for it; that’s also the benefit of strong visuals, though. No one’s going to look at screenshots or videos of this game and complain that they got ripped off thinking this was Gears of War. If my rambling and the feeling you get looking at Phoenix Springs doesn’t get you licking your lips, then this might be a pass for you. Others: enjoy food for your artsy fartsy soul.
83
Phoenix Springs is not for everyone, but it is one of the most thought-provoking and beautiful experiences I’ve had in gaming recently. It is adorned with gorgeous art and an intriguing, albeit a bit confusing story, and a great protagonist who will break the fourth wall and immerse you in this dark and gritty neo-noir world.
10
I mean this thing is mind-blowing. Extraordinary. The short description would be that it’s one of those works that seems to’ve been sent to us by superintelligent aliens. I haven’t found a game this good since I played The Last Door and Inside six years ago. I’ve catalogued over 550 third-person graphic adventures and I don’t believe anyone’s ever made one this ground-breaking or confident since they crawled onto the scene with King’s Quest forty years ago. Or one so *confident* in its originality, as if there were no other way to do an adventure game. It’s the best point-&-click anyone’s made since The Last Door and though I’m extremely fond of that one and LeChuck’s Revenge, this one’s almost certainly the highest artistic peak the medium’s yet reached. Like most of the greatest narrative works, it’s filled with strange images, phrases and events you can’t easily guess the meaning of but can tell the creator(s) clearly did have a meaning intended, however well hidden (and I think the game’s going to be fighting an up-hill battle to get decent user ratings because of it. Gamesters aren't used to this level of ambiguity). Like most of them, it’s also devoid of cliché, sentimentality and emotional release. It maintains from beginning to end a cool, detached equanimity just as its heroine’s voice keeps its stony and unbroken neutrality. It was made by one writer/programmer, one visual art gal and one sound/music guy over seven years. An unbelievable length of time for an adventure game, especially for one of no great length (most people will probably take between four and seven hours to traverse it). Eleanor Summers should be given some sort of Nobel Prize for the landscapes, characters and animations she’s created here, whose beauty and stylistic brilliance is beyond all capacity language has to describe it, so I’m not gonna begin to try. On YouTube there’s a trailer of a jarringly different first draft of the game from 2017, the year the team began their work, and making the game looks to’ve largely been a process of paring down, of pruning out, of making the work oblique. Of ‘using negative space both visually and narratively’ as critic Zoë Hannah put it. At one point we meet a sculptor who says of his craft, ‘Like time, we remove more than we add.’
3
Even free not worth it watch it on utube or skip it
- 4 hours trial and errors long. -adventure game good start story then become gibberish philosophy with bad disappointment ending, very very repetitive trial and errors word instead of items puzzles, 2nd half game become boring and stale.
-only good art and sound effect.
6
Calligram Studio’s debut game, Phoenix Springs, is a surreal and eccentric point-and-click adventure. Players embark on a journey with Iris, who is searching to find her brother Leo. As she follows the clues, her path leads her to the enigmatic desert locale of Phoenix Springs. But is this place a true oasis or just an elusive mirage? Phoenix Springs immerses you in a world that is delightfully bizarre, both visually and audibly. The art style, reminiscent of an art student’s wildest fever dream, is strikingly garish. Despite its assault on the senses, it manages to draw you in, perfectly setting the stage for the peculiar adventure that awaits. Throughout Phoenix Springs, Iris’s voice guides you, narrating the unfolding events. Her narration often feels oddly out of place, as if it does not fit, sounding off-key and mismatched in tone. This might be a deliberate choice, enhancing the game’s uncanny valley effect. Iris’s matter of fact, emotionless recounting starkly contrasts with the emotional weight of searching for her sibling, perhaps a failure in the noir-style storytelling. Overall, it left me feeling detached from the experience which strangely made me want to delve deeper and uncover the reasons behind it. The story left me baffled and captivated; I cannot confidently claim to grasp the narrative of Phoenix Springs but wished to garner further insight into the game as I progressed. I am unsure if there was a clear plot which I failed to follow or a deliberate intent to obscure it, either way if the player fails to decipher unfolding events, then the message is lost. The characters only add another layer of wackiness to Phoenix Springs. There are a limited number of NPCs are interactable and drive the plot forward, the remainder ramble incoherently. They do not enrich the story or provide any clarity. Regrettably, Phoenix Springs squanders its chance to deliver a clear and cohesive narrative through its storytelling and character interactions. Phoenix Springs flips the script on the classic point and click formula and breathes new life into the genre. Its unconventional system takes some getting used to, making me rethink how I interact with the environment. I compare it to learning a new language, as I adapted to this fresh approach to world interaction and puzzle-solving. Instead of picking up and combining objects, we use leads, unlocking further clues and driving the story forward. This mechanic truly immerses you in the investigative spirit of the game. Phoenix Springs captivates players from start to finish, due to its concise length, emphasise on exploration/experimentation and a link to a comprehensive playthrough guide. This allows the player to continue their journey without losing interest. Unfortunately, Phoenix Springs strays from the genre’s core principles, where nearly every environment, character, and object play a crucial role in advancing the plot, with only a few red herrings thrown into the mix. Instead, numerous locations serve no purpose, characters that do not contribute to the storyline, and objects that remain unused. This results in a world that feels empty and underutilized. During my playthrough, I stumbled upon a few technical issues. At times, the music and sound effects overshadowed the protagonist’s dialogue, and while adding subtitles helped, it marred the game’s visual impact. Some cutscenes were fleeting and ended so abruptly that it felt quite jarring. Midway through the game, an update introduced a new bug, making it tricky to move between areas. It often took a while for the protagonist to navigate to a new location, sometimes humorously flitting back and forth between two locations. As the credits rolled, I felt Phoenix Springs was an enigma. What had I just experienced? What events had truly transpired? Why was I compelled to see it through to conclusion? Regarding the first question, I honestly do not know. Could it have been a university project that they kept working on that was arty and highbrow, or was it meant to be nonsensical? For the second question, it is not a true reflection that I was completely lost regarding the narrative. I have a vague outline of the series of events of the game, but I certainly did not have the full picture by the end of what transpired. Lastly, why did I finish the game, well in a small part it is a short game but mostly there was a fascination with wanting to understand Phoenix Springs. To wrap up on a high note, I must highlight the innovative mechanics that drive interaction and progression in the game. It felt like a breath of fresh air and eager to see this system evolve and implemented in other games of this genre.
Phoenix Springs
Released On:
Oct 7, 2024
Metascore
Mixed or Average
72
User score
Mixed or Average
6.3
My Score
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All Platforms
Metascore
Mixed or Average
72
71% Positive
10 Reviews
10 Reviews
29% Mixed
4 Reviews
4 Reviews
0% Negative
0 Reviews
0 Reviews
Oct 7, 2024
100
Phoenix Springs deals with the abstract, from its twist on genre mechanics to its narrative, and I’ve never seen anything quite like it. I’ve tried to find examples to compare it to and come up short. The point-and-click genre may never be the same, and neither will I.
Oct 25, 2024
85
I like to think that Phoenix Springs is what happens when talented people who do not work in the video game industry decide to create a video game, without knowing or following patterns and rules that we now consider axioms. Maybe that's not the case, however, it feels like it, and that's still a good thing.
User score
Mixed or Average
6.3
56% Positive
5 Ratings
5 Ratings
11% Mixed
1 Rating
1 Rating
33% Negative
3 Ratings
3 Ratings
Dec 5, 2024
10
I mean this thing is mind-blowing. Extraordinary. The short description would be that it’s one of those works that seems to’ve been sent to us by superintelligent aliens. I haven’t found a game this good since I played The Last Door and Inside six years ago. I’ve catalogued over 550 third-person graphic adventures and I don’t believe anyone’s ever made one this ground-breaking or confident since they crawled onto the scene with King’s Quest forty years ago. Or one so *confident* in its originality, as if there were no other way to do an adventure game. It’s the best point-&-click anyone’s made since The Last Door and though I’m extremely fond of that one and LeChuck’s Revenge, this one’s almost certainly the highest artistic peak the medium’s yet reached. Like most of the greatest narrative works, it’s filled with strange images, phrases and events you can’t easily guess the meaning of but can tell the creator(s) clearly did have a meaning intended, however well hidden (and I think the game’s going to be fighting an up-hill battle to get decent user ratings because of it. Gamesters aren't used to this level of ambiguity). Like most of them, it’s also devoid of cliché, sentimentality and emotional release. It maintains from beginning to end a cool, detached equanimity just as its heroine’s voice keeps its stony and unbroken neutrality. It was made by one writer/programmer, one visual art gal and one sound/music guy over seven years. An unbelievable length of time for an adventure game, especially for one of no great length (most people will probably take between four and seven hours to traverse it). Eleanor Summers should be given some sort of Nobel Prize for the landscapes, characters and animations she’s created here, whose beauty and stylistic brilliance is beyond all capacity language has to describe it, so I’m not gonna begin to try. On YouTube there’s a trailer of a jarringly different first draft of the game from 2017, the year the team began their work, and making the game looks to’ve largely been a process of paring down, of pruning out, of making the work oblique. Of ‘using negative space both visually and narratively’ as critic Zoë Hannah put it. At one point we meet a sculptor who says of his craft, ‘Like time, we remove more than we add.’
Oct 13, 2024
6
Calligram Studio’s debut game, Phoenix Springs, is a surreal and eccentric point-and-click adventure. Players embark on a journey with Iris, who is searching to find her brother Leo. As she follows the clues, her path leads her to the enigmatic desert locale of Phoenix Springs. But is this place a true oasis or just an elusive mirage? Phoenix Springs immerses you in a world that is delightfully bizarre, both visually and audibly. The art style, reminiscent of an art student’s wildest fever dream, is strikingly garish. Despite its assault on the senses, it manages to draw you in, perfectly setting the stage for the peculiar adventure that awaits. Throughout Phoenix Springs, Iris’s voice guides you, narrating the unfolding events. Her narration often feels oddly out of place, as if it does not fit, sounding off-key and mismatched in tone. This might be a deliberate choice, enhancing the game’s uncanny valley effect. Iris’s matter of fact, emotionless recounting starkly contrasts with the emotional weight of searching for her sibling, perhaps a failure in the noir-style storytelling. Overall, it left me feeling detached from the experience which strangely made me want to delve deeper and uncover the reasons behind it. The story left me baffled and captivated; I cannot confidently claim to grasp the narrative of Phoenix Springs but wished to garner further insight into the game as I progressed. I am unsure if there was a clear plot which I failed to follow or a deliberate intent to obscure it, either way if the player fails to decipher unfolding events, then the message is lost. The characters only add another layer of wackiness to Phoenix Springs. There are a limited number of NPCs are interactable and drive the plot forward, the remainder ramble incoherently. They do not enrich the story or provide any clarity. Regrettably, Phoenix Springs squanders its chance to deliver a clear and cohesive narrative through its storytelling and character interactions. Phoenix Springs flips the script on the classic point and click formula and breathes new life into the genre. Its unconventional system takes some getting used to, making me rethink how I interact with the environment. I compare it to learning a new language, as I adapted to this fresh approach to world interaction and puzzle-solving. Instead of picking up and combining objects, we use leads, unlocking further clues and driving the story forward. This mechanic truly immerses you in the investigative spirit of the game. Phoenix Springs captivates players from start to finish, due to its concise length, emphasise on exploration/experimentation and a link to a comprehensive playthrough guide. This allows the player to continue their journey without losing interest. Unfortunately, Phoenix Springs strays from the genre’s core principles, where nearly every environment, character, and object play a crucial role in advancing the plot, with only a few red herrings thrown into the mix. Instead, numerous locations serve no purpose, characters that do not contribute to the storyline, and objects that remain unused. This results in a world that feels empty and underutilized. During my playthrough, I stumbled upon a few technical issues. At times, the music and sound effects overshadowed the protagonist’s dialogue, and while adding subtitles helped, it marred the game’s visual impact. Some cutscenes were fleeting and ended so abruptly that it felt quite jarring. Midway through the game, an update introduced a new bug, making it tricky to move between areas. It often took a while for the protagonist to navigate to a new location, sometimes humorously flitting back and forth between two locations. As the credits rolled, I felt Phoenix Springs was an enigma. What had I just experienced? What events had truly transpired? Why was I compelled to see it through to conclusion? Regarding the first question, I honestly do not know. Could it have been a university project that they kept working on that was arty and highbrow, or was it meant to be nonsensical? For the second question, it is not a true reflection that I was completely lost regarding the narrative. I have a vague outline of the series of events of the game, but I certainly did not have the full picture by the end of what transpired. Lastly, why did I finish the game, well in a small part it is a short game but mostly there was a fascination with wanting to understand Phoenix Springs. To wrap up on a high note, I must highlight the innovative mechanics that drive interaction and progression in the game. It felt like a breath of fresh air and eager to see this system evolve and implemented in other games of this genre.
Oct 17, 2024
80
Playing through it means grasping the basic mechanical logic at its heart, literally solving puzzles that test your understanding of the situation, but any knowledge I’ve built of what the game really represents sits at the periphery of my mind, a repeating dream that I’ll maybe grow to understand better in time. To put it in simpler terms: the vibes are immaculate. Perhaps I’ll play it through a third time.
Oct 7, 2024
80
Phoenix Springs is, in its entirety, an artistic experience. You might not be certain of the artist's intention throughout the game, but you're sure to feel something in this point and click adventure. The Leo Dormer mystery is very difficult to crack open, and you will probably find yourself running in circles during some segments. Still, stunning visuals and an narrative that is kind of abstract definitely make up for it.
Jul 7, 2025
75
Phoenix Springs will land well with anyone looking for a complex, experimental mystery with striking art and a surreal atmosphere, so long as they don’t mind wrestling with a strange, disjointed narrative and a few obtuse puzzles in an increasingly bizarre second half.
Oct 7, 2024
70
By its conclusion, Phoenix Springs is perhaps best understood less as a traditional narrative and more as a sequence of loosely connected, if often emotionally powerful, scenes.
Oct 31, 2024
50
As poetry, it might be evocative, but when you're trying to advance the game to the next scene, it feels rather like being the one sober person in the room. [Issue#404, p.122]
Oct 15, 2024
3
Even free not worth it watch it on utube or skip it
- 4 hours trial and errors long. -adventure game good start story then become gibberish philosophy with bad disappointment ending, very very repetitive trial and errors word instead of items puzzles, 2nd half game become boring and stale.
-only good art and sound effect.
SummaryLose yourself in the mystery of Phoenix Springs, a modern point-and-click set in a striking neo-noir world. It begins with an investigation: find your brother Leo. You already know where it ends.





























