My last review left a bad taste in my mouth, as I had been dying for a puzzle-driven adventure yet had been sorely disappointed. I needed something fast to help forget about that experience and move on—and then a voice started whispering in my ear that I should play Pinstripe. After doing a little research I was willing to give it a shot, and boy, was I glad I did.
Pinstripe puts players in the shoes of a disgraced ex-minister named Ted. When Ted’s three-year-old daughter, Bo, is kidnapped by a shady figure named Mr. Pinstripe, Ted will literally have to travel to hell and back to save her. And, maybe he’ll redeem himself in the process.
I’m amazed at how often one-man Indie devs blow me away, and Thomas Brush should be commended for being the latest to do so. Serving as designer, programmer, artist, writer, and composer, Brush has crafted a beautiful world with a touching story about life and loss, guilt and grief, repercussions and redemptions. Ted’s story is a moving one, because even in Brush’s fantastical version of hell, he finds a way to tell a relatable story about one man’s mistakes and how they have come back to haunt him in a quite literal way. It’s poignant in its simplicity, but maintains just enough mystery revolving around Ted and his past to keep you pushing forward to the end.
Part of what helps that story is the world Ted finds himself in. From the moment you start playing Pinstripe, you’ll be amazed how it visually blends gloom with serenity, begging you to explore its world, but also providing a creeping sense of dread as you never know what new obstacle Ted will have to overcome next. The only thing that tops the arresting art style used here is the voice acting of all the characters. Although the world is sparsely populated, each new inhabitant you come across reflects the dichotomy of the world around Ted, with many toeing a line between being chipper yet sad, hopeful yet defeated.
Where Pinstripe falters a bit, however, is in its gameplay. Many of the puzzles are really quite simple; while some will provide that satisfying “a-ha!” moment when you solve them, most are relatively straightforward, and shouldn’t require a lot of brainpower. There’s also the issue that some late-game obstacles will force you to backtrack to the beginning of the game just for the sake of gathering collectibles that were unobtainable at the start. Although the hell Ted finds himself in isn’t a very large world, this retracing of steps felt forced, like Brush was trying to cram in some sort of metroidvania element that really wasn’t necessary. Instead, it made it feel like he was trying to forcibly lengthen an experience that still only amounted to about a three-hour romp in the end.
Also, for an ex-minister, Ted sure gets around well. Although there isn’t a ton of platforming to be had, there are some occasions where you’ll have to use momentum to swing platforms around and Ted will have to perform some quick, crafty jumps to get to where he needs to go on his quest to save Bo. There’s even the occasional enemy that Ted will have to bop on the head with a jump in order to progress. Enemies that can’t be jumped on can be taken out by Bo’s slingshot, an item Ted finds very early on his journey, but combat as a whole is limited to only a few sections of the game—and the slingshot is mostly another tool to overcome the game’s puzzles. Combat was clearly not a major focus for Pinstripe, which makes sense given our protagonist’s religious background; this is primarily a puzzle-adventure game through and through.
This all seems pretty straightforward for this type of game, but Pinstripe had one more surprise for me at the end of my initial playthrough, and that was a shot of replayability rarely found in this genre. Typically, once you beat the puzzles in a game like this, there’s little to draw you back to it again. Pinstripe, however, makes new items and secrets available for you to collect and find only after your first playthrough of the game. This was a nice way to get me to repeat an adventure I had moved pretty quickly through the first time, and added a nice extra layer of depth to the experience.
Pinstripe was a Herculean effort by one man, and it provided one of the more interesting worlds and better stories I’ve played in quite some time. The drawback it seems of this passion project, however, comes in its length and its simplicity. Even though everything wrapped up neatly in the end, and I think the story was perfectly told, I would’ve loved if the world of Pinstripe had even more depth and characters to it, and if the complexity of the puzzles were greater. That said, you would be missing out if you passed up this narrative experience, even if the game lacks any real challenge for anyone familiar with this genre.
What it lacks in length and complexity, Pinstripe makes up for in narrative. It’s a compelling story set in a beautiful world full of interesting characters, and that alone should be worth a look for most—even if there’s really not much challenge to this puzzle-adventure game.
T - Teen
|Pinstripe is available on PC, Mac and Linux. Primary version played was for Mac. Code/hardware was provided by Atmos Games for the benefit of this coverage. EGM reviews on a scale of one to five stars.|