
Reclaim real African artifacts from Western museums in this Africanfuturist heist game. Recruit crew members, plan escape routes, acquire the precious cargo, and bounce out of the joint as fast as you can.
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About
A crew. A job. A plan. In Relooted, toss those ingredients together, and you’ve got yourself a classic heist — but with a few twists. Your crew members are everyday citizens with pretty normal careers from different countries in Africa. The job is to liberate African artifacts from Western museums. And the plan? Well, that’s up to you to create.
Near the end of the 21st century, the political powers that be brokered a Transatlantic Returns Treaty, promising the repatriation of African artifacts from museums. Good old fashioned diplomacy was working — until it wasn’t. An amendment switched up the terms and conditions of which objects were to be returned. Museums, now knowing that only publicly displayed artifacts would be given back, were slowly removing artifacts from public display.
When life gives you lemons and museums pulling shady moves, it’s time to chuck the lemons back at life and try a new, stealthier form of diplomacy. You’ve got 70 of these artifacts to (re)loot, all of which exist in real-life and are of huge cultural, historical, and spiritual significance to the people they were taken from.
It all starts with a troublesome little brother, who, yeah, gets you into all sorts of messes. But thankfully, as Nomali, you’ll meet more reliable crew members from different African countries. Recruit people from the classic hacker to… your prim and proper grandma? Don’t worry, grandma pulls her weight.
Plan ahead to lay the groundwork for a beautiful masterpiece of an escape. Check the getaway route, fiddle with puzzles and obstacles, and find spots to recruit the help of the right teammates.
Once you’ve set the stage carefully and the artifact is sitting all pretty — looking quite not-stolen, but no worries, you’re gonna fix that ASAP — this is the moment to perform. Plucking an artifact from its resting spot starts the countdown timer, and with Nomali’s flow-based parkour abilities, escape should feel like you’re in the fun, montage part of a heist movie. But if you slacked on the planning phase, you’re gonna pay for it!
Pull off heists: Plan and prepare your escape route by solving puzzles and placing teammates in the right place. When you’re ready, take the artifact and escape with Nomali’s flow-based parkour abilities.
Recruit a crew: Meet and and gradually recruit different team members with their unique abilities.
Explore an Africanfuturist setting: With a Hideout based in South Africa, you’ll see parts of Johannesburg imagined in the future
Reclaim Real Artifacts: Recover 70 artifacts that exist in real-life, all of which are of huge cultural, historical, and spiritual significance to the people they were taken from.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A really fun game. I enjoyed the back and forth between planning and setting up your escape and the full throttle dash to the getaway van. It's nice that you can customize your difficulty to limit or increase help. You can go hard core with minimal help, extra locked doors and stairs, or ease up and have Nunu map your escape routes for you and point out traps. Plus all the items you repatriate come with cool history lessons so you can get your nerd on.
C'est ni bon ni mauvais, ca parle énormément souvent pour rien dire. Les personnages n'ont pas vraiment de charisme. Y'a le potentiel de faire un truc super cool dans la préparation des casses mais au final on se retrouve souvent a pousser la même table en boucle pour ensuite mettre le stick a droite, puis glisser ou sauter de temps en temps pour s'échapper. Aussi le jeu te martèle de tutoriel insipide c'est assez insupportable et ça manque de polish en globalité. La DA est cool, le parkour est sympa au début quand tu découvres, bon a prendre en promo a 5e
C'est la première fois que je joue à ce type de jeu (heist) et jusqu'ici je l'apprécie et je m'amuse bien, tout en découvrant des pièces du patrimoine artistique des quatre coins de l'Afrique, mais pas seulement. Les personnages sont très bons et on s'attache dès le début à Nomali et son frère! D'ailleurs, mention spéciale pour les acteurs et actrices qui sont vraiment excellents! Egalement on notera les tenues des personnages qui sont juste magnifiques! En terme de gameplay, je l'ai trouvé assez facile d'accès, avec un bon rythme entre les phases de dialogue, de préparation, de mission et surtout la course pour s'échaper à la fin! Parfois on peut avoir quelques difficultés à identifier quelle action faire, ou comment, en particulier pendant les phase parkour. Cela dit c'est une difficulté que je rencontre sur de nombreux jeux car je suis une personne deficiente visuelle. A ce propos, j'apprécie la possibilité de rendre visibles les élements de parkour pour mieux repérer où on peut passer et où on ne peut pas. On peut aussi régler la taille des sous-titres, même si j'aurais aimé pouvoir aller au moins jusqu'à 200% en terme de zoom. Mais comme je suis assez à l'aise avec l'anglais ça ne me gène pas tellement. En tout cas merci à Nyamakop d'avoir pensé à l'accessibilité. Point négatif : les décors qu'on aurait aimé plus diversifiés en terme d'esthétique et d'éclairages. Je parle ici surtout des décors intérieurs qui ont un peu tous là même ambiance. Autre point, on peut parfois se retrouver coincé ce qui oblige à refaire le niveau. frustrant. J'aurais d'ailleurs apprécié un système de sauvegardes manuelles, quitte à en limiter le nombre, car pour quelqu'un comme moi qui doit beaucoup refaire les premiers niveaux des jeux car il y a des choses que je ne vois pas tout de suite, c'est très fatigant de devoir reprendre du début d'un niveau une fois qu'on est plus à l'aise. Par contre ce qui est très cool; les débriefing d'après mission qui vous donnent vos stats et vous offrent la possibilité de recommencer pour vous améliorer! Est-ce que je recommande Relooted? Oui, totalement! pour moi c'est une réussite, un bon divertissement qui aborde un sujet aussi important que passionnant. Et évidemment j'ai aussi acheté la bande originale qui est juste parfaite!
I love Relooted. I love the concept. I love the heist planning and parkour gameplay. I love the happy interactions with the game's wonderful characters. I love the way the game teaches you about real-life stolen artifacts that need to be returned to their people. And I love the effort that went into making this a game that's just downright fun to play! More like this one, please!
This game fascinates me. At a first glance it looks like a platformer, running, vaulting and jumping are what you spend most of your time doing while playing. But it's actually a heist game, just expressed through platformer mechanics. After a briefing of your target for the mission, you enter a planning mode in which you observe the location through a remote, controllable camera, with some but not all points of interest marked by other team members. You get a look at your targets, the routes through the building, and then you assign team members. Only then do you enter the parkour-platformer portion of a heist, running, jumping and sliding through the place you just saw from a distance. It can be a little limited, each type of obstacle only really has one way to get past it. I don't think this is necessarily a bad thing though, it might be disappointing for people looking for complete control or freedom, but the end result is a very tight, guided game. And you do get some choice of approach, later missions give you multiple possible routes, including for your entrance, exit, and how you approach some parts in the middle of a building, and will introduce limits to how often you can deploy team members for assistance, forcing you to plan ahead and place them strategically. It's just that they're more puzzles to be solved than open worlds to be broken apart. Regardless, I thought it did a very good job of linking the planning and the execution, really bringing the feel of a heist together. The other thing I particularly appreciate is the pacing and how mechanics are introduced. There's a lot to pay attention to, and in light of that I think the game does a very good job of teaching. Early on you're just doing platforming. Then they introduce the scout drone and the planning ahead of your route. Your first in-heist ally just opens locks for you, and then they trickle in others with more complex options as you get used to the systems. It takes a few missions before you need to assess and pick your entrances and escape routes. They do have training missions, little simulations or set pieces demonstrating and letting you get a feel for how different things work. They're sprinkled throughout though and are folded into the pace of the game. For other things, I really liked the dialogue and character interactions, finding them entertaining and well paced to add details without overstaying their welcome. The setup is really fun, a well put together heist game about seeing long standing injustices and taking matters into your own hands to right those wrongs and bring important cultural pieces back to their homes. The story itself and the graphics, I wasn't as enthused by but they hardly get in the way. A big generic, but they work pretty well and serve as a find supporting bits of a great game. I only have a few small issues. It's a bit short, you have the main 'episodes' which include a heist or two and maybe some smaller set-piece style missions alongside. I don't think a shorter campaign is a problem in itself, I felt it was a good length, but other than replaying the same missions to grab things or complete challenges you missed the first time, once it's done it's over. Mileage may vary here, I only needed several tries on the later missions, and I was playing on the default difficulty, so higher difficulties or less experience with the sorts of mechanics or concepts at play might need more struggle and thus last longer. Somekind of other mode where once could play around with mechanics in new ways would be a nice addition, though I'm not sure exactly what it would look like. Otherwise, there were a few things where things could be signaled to the player better, a few spots where the controls were a little fiddly where multiple interactable things overlapped, and there was one level that could leave you trapped in particular rooms depending on your setup, requiring restarts in ways none of the previous levels seemed to. These are all minor though. Overall, I think it's a good game, with cool ideas and a well-done execution. If you're at all interested in the type of game it is, it is definitely worth a look.
MERCI, THANK YOU, I NI CE Ce jeu est une véritable démonstration de la richesse du talent l'échelle panafricaine. Aussi qualitatif qu'éducatif et d'une grande originalité, son concept saura plaire à ceux et celles qui sont aptes â le considérer dans toutes ses dimensions (diveristé, accessibilité...), de la recherche et création réaliste des détails aux aspects qui surpassent l'univers du jeu vidéo. HUGE shoutout to the team.
A good heist is prep and skills - i miss one of the two, but the game always pushes you to try and retry to feel like you've got this! A really really cool adventure
A great time that allowed me to vibe with the gamefeel of Prince of Persia and Mark of the Ninja with that modern 5 man band, Leverage. I never felt overwhelmed and if I did manage to organize myself into an unwinnable heist, restarting and resetting operatives was easy thanks to the layouts and useful skips, no having to go through all of the casing options all over again. If I really had to nitpick, I didn't run into a lot of content in the Johanesburg streets after a certain point, maybe I didn't look hard enough. Looking forward to DLC story content if possible and maybe some sick create a heist tools....like chasing Mr. Buttons across the entire city
I've always wondered what it would take for an educational game to actually be fun, and now I no longer have to wonder because Relooted is exactly that. At its core, it's a heist game that plays like a puzzle/platformer, and the thrill of following through on the getaways is a feeling surprisingly similar to the feeling of solving Outer Wilds (if you know, you know). The game doesn't force you to engage with the educational content within it, but it felt so naturally integrated into the gameplay loop that I never felt like I was forcing myself to engage. Half of it is incorporated into the mission briefings as information on the targets, and I would take the opportunity to read the in-game descriptions as a breather between missions. The game does have its rough edges (which I will go into more detail below), but overall I strongly recommend playing the game while having a tab open on your search engine of choice to do some external research whenever something piques your curiosity. Feedback: - I found the idle talking animations (during normal gameplay) weirdly uncanny. The cutscene animations where it looked like it was taken directly from mo-cap looked good though. - I enjoyed the story, and was happy to see all the plot threads get resolved by the end (I've seen my fair share of games forget one or two loose threads by the end of the story). [spoiler]I wish the double-cross and Mark Grey got foreshadowed/introduced earlier. With the double-cross, I can see you were going for the surprise, but there wasn't really anything to hint at Etienne or his motives ahead of time. I even assumed the anonymous tip was just there to try and sow distrust within the team. With Mark Grey, he felt like he could have been a stronger antagonist than Drissa given his connections to the themes of the game, but he shows up so late that I just had to take everyone's word for it that he was a bad guy rather than being able to slowly build up animosity towards him like I was able to do with Drissa.[/spoiler] - [spoiler]Nunu being able to display the escape path was incredibly helpful with taking some of the mental load of keeping track of where I'm supposed to go, but it also took away the challenge of plotting an escape route that the earlier levels had. I feel like a happy medium could have been making the marking of the escape route a manual input, and the automatic pathfinding could have either been reserved for easy mode and/or as an accessibility feature.[/spoiler] - [spoiler]I wanted to see Mr. Buttons' adorable little face so badly and I was sad he never got any screentime.[/spoiler] At the end of the day though it feels like my feedback borders on nitpicking. I had a lot of fun playing and I'm looking forward to seeing what else the studio decides to put out.
I would say for the price it's a good buy but it has issues. My main complaints would be the bad writing and the constant talking about certain objectives. It's constant dialogue or information about how you should proceed in a mission. The gameplay itself is good and I enjoyed routing an escape.
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Languages: English*, French*languages with full audio support
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