Back in early 2017, Chapter 1 of Bendy
and the Ink Machine was released and became quite a sleeper hit due in part
to exposure from YouTube. A large following built up and eagerly awaited each
new installment, with the inevitable merch and a tie-in mobile game to follow.
The game’s creator, theMeatly, would also get involved with the fanbase and
feature fan art and fan songs within the game as future Chapters were released.
Once the game finished development and release in late 2018, a console port
followed, which was the version I bought and later played for this review. While
it was satisfying to actually experience it for myself, I ran into a number of
annoyances which hindered my overall enjoyment, including two specific bugs
that severely hindered my progress.
Henry is asked by his friend Joey Drew to visit their old workplace, an
abandoned animation studio. While there, Henry discovers the mysterious ink
machine, which seems to power the studio, and turns it on. Doing so, however,
summons an ink demon that resembles the studio’s mascot, Bendy, setting up the
horror that is to come.
The site of all of Henry's troubles to come. |
While the premise of evil cartoon characters isn’t necessarily
original, Bendy and the Ink Machine
is still intriguing with the added wrinkle of the implication of a cult-like
atmosphere around the ink machine and, more specifically, treating Bendy like
some kind of god. In a similar vein to BioShock, the player can find cassette
tapes scattered throughout the animation studio, with various employees giving
posthumous accounts of the hellish conditions of working for a greedy and
unforgiving boss. Later, the game also implies some connection between the dead
employees and some of the horrors faced by Henry, a concept with exciting
possibilities.
Unfortunately, the execution of these ideas is rather lackluster. The
game periodically introduces new mysteries to keep players interested
throughout the original episodic release schedule, but when playing through all
five Chapters in a row, it feels as though the developers had no idea where to
go with all of their ideas. This is made worse by the actual ending, which felt
like a total copout that avoids a lot of the necessary follow-through required
to answer a number of lingering mysteries. Instead, the game warps the ending
around the ability to use a specific unlockable item and then raises additional
questions that might be addressed in a potential sequel, if at all.
I’ll admit here that during the original episodic release, I had
watched the YouTubers Markiplier and Jacksepticeye play through the game, since
both of them had their own insights into the game (the latter even received a
“Jacksepticeye Edition” of Chapter 5 so he could record it before a
convention). Through the two of them, I became familiar with the story and
already knew what to expect during my playthrough. However, as new Chapters
were released, previous Chapters were updated at the same time in order to
bring them in line with later ones. The PS4 release included all of the most
recent updates to the game, so I appreciated that my experience was a bit
different, but due to my familiarity with the story, I was still mainly left
with the actual gameplay. At that point, I discovered that playing through all
of the Chapters in a row only served to highlight just how flawed that aspect
is.
I had previously watched Markiplier and Jackspeticeye play through Bendy and the Ink Machine, so I already knew the story. |
For one thing, the gameplay style isn’t consistent between Chapters. Chapter
1 is more atmospheric, with no chance to die as the game builds up toward the
initial encounter with Bendy. Beyond this point, I would describe the gameplay
of the following chapters as tedious. The combat, puzzles, stealth and quests
are all tedious in their own unique way.
Starting from Chapter 2, the player can wield a handful of items,
mostly an axe or a pipe, as weapons against ink blobs called Searchers, though
an axe can also be used to break certain objects in the environment. When
attacking with a melee weapon, it’s often not only difficult to judge the
distance from an enemy, but you also need to be fairly precise, which creates a
greater risk of taking damage even when you think you’re at a safe enough
distance. There is only one ranged weapon, a Tommy Gun, but it’s exclusive to
Chapter 3 and requires jumping through a couple hoops to get it. While combat
sections are spaced out fairly decently, there’s one section during Chapter 5
which features a seemingly nonstop wave of enemies, a move which only serves to
highlight how clunky the controls are.
The axe is a powerful weapon, but combat is very shallow and clunky. |
Quests are present from Chapter 1, but Chapter 3 puts a greater
emphasis on them, which results in very repetitive tasks that get grating when
combined with the amount of backtracking you have to do. To explain, you’re
given the quests from a single quest giver, but every single time you complete
one, you have to go back to them to receive the next one and so on, a loop the
player has to go through five times before actually completing the Chapter.
This same Chapter also introduces a stealth mechanic where you can avoid
enemies, including a roaming Bendy, by hiding in a Little Miracles station
until they leave. Bendy’s appearances are usually telegraphed, which helps with
learning when to hide, but the stations aren’t always placed in the best
locations and actually become nearly useless in later Chapters, as they are
scattered about for almost no reason, unless this was intended for flavor or as
an attempt to keep players on edge.
The puzzles throughout the Chapters aren’t the worst, but do get more
noticeably tedious the longer the game goes on. During a quest in Chapter 3,
for instance, the player needs to retrieve three Valve Cores by opening three
panels, which each require the player to turn three valves on the panels until
the ink inside three tubes is level with a marking. While this doesn’t sound
bad, the amount of turning required for one valve, let alone three, is
monotonous and time-consuming, seemingly designed solely to buy time for Bendy
to show up and potentially attack the player. Chapter 4 also features three
carnival games the player has to beat in order to unlock a series of doors, but
the games, while varied, all have their own quirks, most notably one where you
have to knock over milk bottles. When actually throwing a ball, the power of
that throw is determined in such an unintuitive fashion that it feels
inconsistent until you figure it out.
This leads me to a more general complaint about interacting with
objects. Doing so requires the aiming reticle to be more or less perfectly
centered on the object, which doesn’t seem so bad at first, but feels like an
especially poor design choice during a boss fight at the end of Chapter 4.
Here, the player has to run around a small arena to pick up ink and turn it
into objects to deal damage to the boss. However, the precision required to
interact with objects makes the fight more difficult than it should, since
you’ll very likely need to run and interact with the environment at the same
time.
On a related note, the game often restricts you from picking up certain
objects, even when you know exactly where they are, until you trigger an event
that requires you to pick them up. A particularly egregious example is when you
can pick up a door valve to advance outside of a hallway, but you still have to
get near the door to gain the ability to pick up the valve wheel, even though
you’re perfectly capable of finding the wheel beforehand.
Dying in Bendy and the Ink
Machine doesn’t really have much of a penalty, since Henry will respawn at
a nearby Bendy statue. In fact, dying can actually be beneficial at times since
progress towards killing an enemy is, usually, carried over between respawns
(ex. if an enemy takes five hits to kill and you already hit them twice, it
will only take three more hits in the next encounter) and items, such as ink
blobs, aren’t dropped. This can make a maze puzzle in Chapter 5 much easier to
complete, as grabbing an ink blob and then forcing an enemy to kill you will
actually teleport you out of the maze with the ink blob and away from any
danger. These sorts of exploits, in turn, can make the game a bit easy at
times, perhaps easier than the developers intended.
Henry will respawn in front of a Bendy statue upon death. |
This brings me to a rather specific glitch I encountered which made my
playthrough more annoying, perhaps infuriating, than it should’ve been. When
respawning, Henry has to walk through an inky tunnel and touch the light at the
end, after which he will appear directly facing a Bendy statue. During the end
boss of Chapter 4, after dying multiple times, which in this case meant
starting the boss again from the beginning, I walked through the tunnel and the
game simply refused to respawn Henry. Since this popped up in tandem with
another, more sinister, glitch, I ended up just skipping to Chapter 5 in order
to avoid further annoyance (in the completed game, you can play the Chapters in
any order).
Henry must travel through this to respawn, but I somehow got stuck at the end of it. |
The other glitch that I specified involves the save system. To save
your progress, you, rather fittingly, approach a time clock and punch in. When
loading a save game, you would normally resume from whatever time clock you
activated last. During Chapter 3, however, I punched in during a segment where
a character was meant to follow me out of an elevator to the main quest giver.
When I loaded my save, not only was that character not following me, but the
elevator has reverted back to its original position. I called the elevator and
the character showed up, but never moved, preventing me from advancing the
game.
To try and get around this glitch, I started Chapter 3 again from the
beginning and completed it, then punched in at the first time clock I could
find in Chapter 4. When I resumed later, my save still placed me at the
glitched time clock in Chapter 3, a state that carried over even after I beat
Chapter 5. This also prevented me from entering the unlocked Archive chapter or
exploring previous Chapters with an unlocked item. The only way around this glitch
is to start the game over from scratch, since skipping Chapters also prevents
the game from saving. If you want to view the Archive and use a special item,
you have to play through the game in one sitting and exercise caution when
saving.
If you do unlock the Archive chapter, however, you’ll be able to
explore a scare-free environment that acts as a sort of museum housing different
character models. You also get to see designs from previous versions of Chapters
and read developer commentary on their design choices. It’s an interesting
experience, especially for those who enjoy taking a look behind the scenes.
A notable element of the game is, of course, the visual style. Bendy and the Ink Machine does a
remarkable job in its attempt to capture the feeling of a 30s cartoon and
mostly succeeds. The sepia-toned visuals and heavy application of blacks, along
with the rubber hose animation style applied to the character designs, is a sight
to behold, though perhaps not quite a visual delight on par with, say, Cuphead. Even with two colors the
environments are designed well enough that you can tell everything apart from
one another, but after seeing the same sights for about two to three hours, it
borders on the edge of sameness and doesn’t quite escape it. I must give props,
however, to Joey Drew Studios for actually going through the effort to animate
a handful of Bendy shorts to promote
the game, as it shows a lot of dedication in exploring the game’s universe.
I will mention, however, one minor annoyance related to the game’s menus. While all of the menus are optimized to work on console, I did notice an oversight when the game asks if you want to quit your session. This screen in particular is still given a layout more suitable to a keyboard and mouse, with no alterations made to incorporate the console’s action buttons (in this case X and O). While “X” and “O” do what you’d expect them to, this decision still stood out to me and I felt it was worth mentioning.
Also, on a somewhat lesser note, I did notice an inconsistent frame rate, but it wasn't a persistent issue. To be more specific, the frame rate was very stable throughout the game, except for one particular room in Chapter 4 where it suddenly spiked. My guess is that at that moment the game wasn't rendering as much, but the jump only occurred once and was jarring enough to be noted here.
Then there’s the sound design. A lot of it is very fitting for what’s
going on, though I couldn’t help misinterpreting a couple sounds as bodily
function noises. In addition, destroying a cardboard cutout of Bendy produces a
deep inky noise that seemed both fitting and not. Henry’s death sound also
doesn’t carry much weight, even though you can hear choking noises.
Outside of that, I was impressed by the voice acting, since even with only a
handful of people, including a guest appearance of Jacksepticeye, they managed
to make everyone sound distinct from one another.
I’m glad that I finally played Bendy
and the Ink Machine, but I did find myself let down. For every good
concept, there’s a lackluster execution that doesn’t go as far as it could.
Likely due to the episodic model, the core gameplay is all over the place, like
the developers couldn’t decide what kind of game it was. At that point, the
game has major pluses for its aesthetic, which could’ve used more variety, and
atmosphere, which it builds wonderfully in general. I hope that Kindly Beast
has learned from their experiences on this game and that their next Bendy project is more refined. Until
then, you should decide for yourself if this ride is worth the price of admission.
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