PEPPERED: an existential platformer review (PS5)

PEPPERED: an existential platformer is the sort of game that seems determined to undermine the assumptions players bring with them. At first glance, it looks like a fairly traditional 2D platformer, complete with pixel-art visuals, jumping challenges and a protagonist who spends plenty of time trying not to die. Then it starts making failure part of the narrative, turns seemingly harmless decisions into permanent branches and occasionally asks players to solve a problem in a way that makes absolutely no conventional sense. The result is an unusually inventive indie game that can be funny, frustrating, surprisingly thoughtful and occasionally all three at once.

The setup is suitably absurd. An otherwise unremarkable office intern finds themselves in the middle of an impending apocalypse after the legendary figure expected to save humanity disappears. Rather than accepting the world’s collective apathy, the protagonist decides to take matters into their own hands, only to find that becoming a would-be hero means being pursued by authorities, the media and ordinary people who have been convinced that they are the problem. It is a premise that gives the game plenty of room to take aim at corporate culture, social conformity, capitalism and the way public narratives can distort someone’s actions. Fortunately, PEPPERED rarely becomes too heavy-handed about it, constantly puncturing its more existential observations with bizarre characters, dark humor and increasingly ridiculous situations.

What makes the narrative particularly effective is that the idea of failure is not simply presented as a gameplay obstacle. Losing a boss fight, getting caught during a stealth section or making a questionable decision can actually alter what happens next. There are numerous endings and routes to uncover, and some choices can dramatically shorten a run while others open up much larger chunks of the story. This makes experimentation feel meaningful because there is no universal correct path that players are expected to discover. PEPPERED is often at its best when it encourages players to abandon the instinct to reload, retry and perfect everything, instead asking them to accept that a bad outcome is still an outcome. Being able to revisit previously unlocked chapters also makes chasing alternative endings considerably less tedious. The one significant weakness is that the game can be frustratingly opaque about the consequences of decisions, particularly when a choice sends the player towards an ending they have already seen.

The platforming itself is solid, although it takes some adjustment. Movement revolves around a relatively straightforward collection of abilities, including jumping, gliding, sliding and context-sensitive actions, but the game frequently changes the rules around those fundamentals. One moment calls for conventional platforming, another turns an office chair into a bizarre means of transportation, while elsewhere a dive kick, a trampoline or a stealth approach becomes the answer. There are also puzzles and assorted minigames that prevent the experience from settling into a predictable rhythm. That variety is one of PEPPERED’s strongest qualities, but the controls and some of the less conventional mechanics can initially feel awkward rather than immediately intuitive. Once the movement clicks, the platforming becomes much more comfortable, yet the learning curve can make the early experience feel less polished than it eventually proves to be.

That willingness to let things go wrong is also what makes the game’s boss encounters so interesting. Traditional platformers teach players to study a pattern, die, reload and try again until they have mastered it. PEPPERED instead makes the failure itself part of the progression. Losing does not necessarily mean that the player has failed to advance; it can simply mean that the story has now taken a different route. The same philosophy applies to stealth, where being detected can have permanent consequences, and to some of the game’s stranger challenges, where experimentation is often more valuable than playing cautiously. It is a clever way of turning a conventionally frustrating aspect of games into a narrative device, although the punishment can occasionally go too far. Some deaths can result in substantial backtracking, and when the game combines that with an unclear objective or a newly introduced mechanic, the resulting frustration feels less philosophical and more like wasted time.

Visually, PEPPERED makes a particularly strong impression. Its pixel-art presentation is detailed without losing the slightly off-kilter personality that defines the rest of the game, and the environments have enough visual character to make exploration worthwhile. Office interiors, strange urban spaces and more elaborate locations all contribute to a world that feels deliberately fragmented, matching the increasingly unstable circumstances surrounding the protagonist. Character animation is another highlight, with expressive movements helping sell the game’s deliberately eccentric cast and comedic timing. The presentation is therefore more than simple retro nostalgia: the visual style supports the game’s absurdity while still giving its more serious moments enough atmosphere to land.

The audio follows much the same philosophy. Rather than relying on a single consistent mood, the soundtrack can move between subdued or melancholy passages and much more chaotic material as the situation spirals out of control. The contrast between mundane office-like sounds and more distorted or energetic musical elements fits the game’s central tension between an ordinary individual and a society that seems to be collapsing around them. It is another example of PEPPERED using its presentation to reinforce its themes rather than simply dressing up the platforming. There are occasional rough edges in the overall presentation, but the game’s visual and audio identity remains one of its more convincing achievements.

Ultimately, PEPPERED succeeds because its strangest design decision is also its most important one: it refuses to treat failure as something that needs to be erased. That idea informs the story, the level design, the boss encounters and even the game’s sense of humor, creating a surprisingly cohesive experience beneath all the randomness and nonsense. It will not appeal equally to everyone, particularly players who want transparent objectives, conventional checkpoints and platforming that behaves exactly as expected. Some mechanics arrive with too little explanation, some decisions are deliberately difficult to interpret, and the occasional amount of backtracking can test the patience. Yet those shortcomings exist alongside a game that consistently tries to do something different and, more often than not, succeeds. PEPPERED is at its best when players stop trying to find the perfect way through it and start accepting that sometimes the most interesting path is the one that goes spectacularly wrong.

Score: 8.1/10

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