For A Vast Future is really good / by Matthew Marchitto

I wasn’t sure what to expect when I picked up For a Vast Future. I saw it recommended in a Quartet Kickstarter email, and picked it up on a whim. Advertised as a compact, Gameboy inspired RPG, I couldn’t help but give it a try.

A Vast Apocalypse

For a Vast Future takes place in a beautifully crafted apocalyptic world. You start out as Chel, an orphan who spends her days looking for scrap, until she encounters a cyborg who can’t remember his origins. Promising to help him, and maybe get some loot on the way, the two set out, kicking off the story.

The worldbuilding is fantastic, creating a world scarred by corrupt governments and a desperate war. But to really dig into it, you have to read the optional logs that can be found on bookshelves and interactable computers. Each is short and to the point, but they do an amazing job of laying out the context of the world, revealing the intricacies of the apocalyptic war and the experimental tech that grew out of it.

There are some weaknesses though. I’d describe the game as having a strong plot, but weak story. We move through the twists and turns at a fast clip, and it’s a satisfying pace. But there’s a lack to the character interactions and their role in the story that makes it feel plot driven, but not character driven. It’s a letdown, but not a dealbreaker. And the gameplay more than makes up for it.

Ammo, scrap, and wargear

Combat is turn-based and works around a simple but elegant ammo system, where each character has access to the same pool of ammo types. There’s basic, burn, ice, shock, which are some of the traditional damage types. Then there’s the interesting ones like delay (move enemies’ next turn further back on the timeline), vampire (absorb hp), desperate (deal more damage at low health), and so on. There's also an EXPLODE damage type. Which I find both hilarious and awesome.

Enemies can have strengths and weaknesses, where certain damage types deal more or less damage. The difference between a strength and weakness is significant, so it’s incentivized to try and exploit weaknesses to keep battles from turning into a slog. Especially after the first quarter of the game, because spamming attacks with basic ammo starts to do much less damage.

Then there’s wargear, which is stuff like first aid kits, grenades, and items that invoke a temporary weakness, like the oil can making enemies weak to burn damage. To my surprise, the simplicity of all this together made it so that I would be regularly using wargear, as it’s extremely effective, especially when you upgrade a character’s dexterity stat (it increases wargear’s damage).

In most games I tend to ignore damage items, but in For a Vast Future I used them constantly. It was made more fun since you can craft wargear with scrap. So if you need more grenades or tasers, you can get it from a junk-o-tron as long as you have the requisite scrap. And you get a ton of scrap, I never found myself wanting for basic items.

All of this works together in a simple yet satisfying system. Defeating enemies by using their weaknesses, getting a bunch of ammo and scrap after each battle, then stopping at a junk-o-tron to craft more wargear to defeat more enemies. I found it to be a lot of fun. There’s an elegance to the simplicity of its design.

Do I recommend it?

Yes.

The only letdown are the characters, who I wish we’d gotten more time with to fully flesh them out. Otherwise, fun combat with a straightforward ammo and crafting system, a fascinating apocalyptic world, and a compact 10 hour playtime make this an easy recommendation. For a Vast Future is a lot of fun and I recommend it to anyone looking for an old school RPG experience.

Check it out on Steam.


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