Culpa Innata Review


I need to let you know right from the beginning that if you're interested in playing Culpa Innata then you better have a lot of patience. The patience requirement can pretty much go without saying when it comes to adventure games these days, but Culpa Innata will require you to go above and beyond the call of duty. If you think you've got it, read on and then you can decide if you think it's worth it.

Culpa Innata is set in a not too distant future in which most of the world is united in the appropriately named World Union, a global country founded on the principles of self-interest and conspicuous consumption. To its credit the game puts some effort in establishing its timeline and outlining the future events that lead to the World Union, but there's nothing that's very original about the game's setting. It borrows heavily from Rand, Huxley, Orwell, and other authors but completely fails to bring any cohesion to these elements. It just doesn't make much sense that a society based on self-interest would have such a powerful and all-reaching government, or that all of that societal greed and social Darwinism would produce a society in which murder is unheard of. And then there's the subplot involving the fact that the sun is running out of hydrogen and the plan to siphon hydrogen from Proxima Centauri into the sun using a wormhole. That's a pretty impressive leap in technology over the next 40 years, especially with the distraction of all of the economic collapses, plagues, wars, and famines that are supposed to rock the world in the interim. It's simply hard to immerse yourself in a world that seems so improbable and to shake the constant feeling that the game's developers didn't really think things through when creating Culpa Innata's world.

This murder-free society is shocked when one of its citizens is murdered while visiting the rogue state of Russia. Peace Officer Phoenix Wallis is assigned to the case and it is up to you to help her solve the murder and unravel the conspiracy behind it. Plausibility is again stretched to the maximum considering that the powers that be have assigned an inexperienced junior officer working in the immigration department to investigate a very high profile murder, but you just have to go with it and start your investigation.

For the most part Culpa Innata follows the mold of your typical adventure game. Like most adventure games you move your character from one screen to the next looking for interactive objects by sweeping the mouse around and looking for a change in the mouse cursor. Culpa Innata adds an extra step in the process in that you need to click on everything to find out what it is and then click again if it is an object that can be used or stored in inventory. The result is that you're forced to click on everything just in case it is needed and subject yourself to the musings of Wallis on things like her trials with growing house plants. Items are stored in your inventory until they can be used to interact with something else, so you'll need to collect everything that you can get your hands on on the off chance that it will become handy later. The game also features the occasional puzzle and plenty of "choose your response" character conversations. So why does Culpa Innata require so much more patience than a typical adventure game? The reason for that is twofold.