"For a Vast Future" is a GameBoy-inspired, post-apocalyptic RPG created by indie RPG developer Something Classic, whose other retro RPGs include the fantasy sagas "Shadows of Adam" and "Pillars of Dust". For a Vast Future is currently available on both the PC (Steam) and the Nintendo Switch.
For a Vast Future is a much smaller project than Something Classic's previous games. Those were full-length RPGs, while For a Vast Future is a bite-sized game with roughly 6-10 hours of playtime.
For a Vast Future does not have color graphics, instead using a two-tone palette reminiscent of the original black-and-green GameBoy screen. The soundtrack consists of simple tunes meant to evoke the auditory style of the GameBoy. The simplistic sprites and gameplay animations are a callback to what the GameBoy was once capable of (not much). The turn-based battles just show static enemy images.
Given its short length and GameBoy-style aesthetics, For a Vast Future has an eyebrow-raising price scheme. On the Switch, Something Classic has tried to squeeze out some extra bucks with a "Definitive Edition", "Premium Edition", "Special Edition", "Extended Edition", "Ultimate Edition", and "Deluxe Edition". All of these are just the game with the "DLC bundle" of various optional two-color palettes, in case the player prefers brown/blue/orange/etc. shading to the GameBoy-style green shading.
These "editions" of For a Vast Future are clearly meant as a joke, but they are sold at non-joke prices - roughly $14 (US) for every version of the game. The Steam version doesn't use these shenanigans and just sells the game for $10, and the soundtrack for $4. Patient gamers who don't want to pay high prices for short games can wait for either version to go on sale; at the time of this writing, one of the Switch editions is on sale for $2.
The gameplay of For a Vast Future is that of a linear RPG with turn-based, menu-driven combat. Explore indoor or outdoor areas, fight enemies, loot treasure chests, repeat. Encounters are not random; enemies are visible as fast-moving sprites, which can sometimes be avoided. A small handful of puzzles, sidequests, and late-game optional dungeons spice things up a little.
The most unique aspect to the gameplay is the scavenging/crafting system. Every attack action in combat uses up bullets or "war gear" like bombs or first aid kits, and there is no money to buy battle items! Instead, the player collects bullets and raw materials from scavenged junk, treasure chests, or defeated enemies. There are vending machines that let the player trade basic bullets for smaller quantities of ammunition with special effects, and crafting machines that let the player turn raw materials into any "war gear" they have found a schematic for.
The player can also upgrade the party's guns, if the proper upgrade parts are found. Every upgrade has two possible options; the player can always go back to the gun merchant and switch to the other option at no cost. Gun upgrades are not permanently missable, but if the player overlooks an upgrade in their explorations, they'll need to either conduct an exhaustive search, check a FAQ, or do without (I recommend just doing without, since the game is pretty easy anyway). One specific upgrade looks like it can be found early, but in fact can't be obtained until the endgame.
Another vital aspect of combat is the skill system. The characters' overall level grows slowly; the main benefit from leveling up is that the player gets skill points to distribute among various battle skills, or in Luck (which doesn't help in battle but does improve a character's ability to conserve or scavenge items). This distribution is not linear - early ranks cost much fewer skill points than later ranks - and skill point distribution can be reset at any time out of combat. This encourages the player to experiment with different builds.
Although conserving resources may seem tricky at first, the ability to reset skill points makes the game fairly easy. A speedrun achievement to beat the game in under six hours adds a little more challenge, but achievements are exclusive to the Steam version.
The story and characters are... okay at best. Don't expect very much. There is a limited amount of text, scenarios, and NPC interactions, which keeps the sci-fi story pretty simple. The setting is the aftermath of a devastating war that blighted the land with a horrendous superweapon, and in some ways the world itself is more fascinating than the major characters. There is very little character development, and when characters do seem to change it's in blink-and-you-miss-it moments.
The overall story is still interesting enough to make a 6+ hour journey worthwhile. For a Vast Future doesn't wear out its welcome. It's an enjoyable little retro RPG. Its base price is rather high for its limited content, but its sale price is a good value.
For a Vast Future - a Gameboy-inspired, post-apocalyptic RPG
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