This honestly was a blessing, as I would sometimes forget the next step or miss out on a hint that is cleverly embedded within the dialogue, so I would often return to MAC or another NPC to review information. What is the use of the D-Pad, you ask? Warp Frontier has dedicated the D-Pad to letting you quickly (and efficiently) navigate through the dialogue trees in the sense that you can press Down to say one phrase or Left to end the conversation outright. Since you’re (mostly) alone in space with MAC, the desolateness of Warp Frontier’s space is made more evident when much of what you can interact with is little more than fluff that doesn’t really give you insight into how to proceed. While I appreciate the amount of potential depth available to the player, much of the hoverable interactables serve as short-form descriptions that clutter up the Switch’s screen. Most interactables usually let you discern more of the plot and Vincent’s back story, and there are quite a few on your screen at any given time. You can tap the screen OR use the Joy-Con joysticks to have Vincent move to interact with specific elements, hover over some interactables to see more (rather than directly clicking on them), and utilizing your inventory to creatively solve puzzles. ![]() The gameplay of Warp Frontier follows that of most point-and-clicks. Even more, there is variation in the story, so expect to see some of your choices matter in the grand scheme of Warp Frontier’s universe. The story gets quite deep quite quickly, as it draws you into a series of strange events that keep you asking questions in a better fashion than most crime novels. As Vince, you’re drawn into a nebulous conspiracy involving your past. You play as Vincent Cassini, a grisly police captain with an Aussie twinge and a floating robotic orb of a sidekick named MAC. Warp Frontier is a sci-fi cop drama set in a futuristic timeline where humanity as we know it is interstellar, transient, and spread thin. Warp Frontier is that special case, and I’m quite torn. As a 30-year old who pines for the simpler days of 1990s gaming, it’s not often that a point-and-clicker gets my attention. The fanciest computers at my school could run Putt-Putt and Freddi Fish, which were MUCH more fun than Solitaire, Minesweeper, and Rodent’s Revenge. The point-and-click genre of PC gaming is what made my elementary schooling tolerable during the long afternoons I would spend at daycare.
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