Overview
Every few years a studio decides that the best way to critique surveillance entertainment is to make you the surveillance apparatus. Most of them stop at the metaphor. American Arcadia builds the whole machine.
This is the second game from Out of the Blue Games, the Madrid studio that made Call of the Sea — a first-person Lovecraftian puzzle box that was gorgeous, well-acted, and mechanically polite. Arcadia keeps the polish and the voice-acting budget, then does something considerably riskier with the format. Published by Raw Fury, it landed on PC on November 15, 2023, with a Nintendo Switch version following later — a gap that says a lot about how a small team ships a game with two entirely separate control schemes.
The premise is The Truman Show with the safety off. Arcadia is a gleaming retro-futurist metropolis where the citizens have everything: sunshine, mid-century modern furniture, no crime, no want. They also have no idea they are the cast of the most-watched program on Earth, and that when your Nielsen numbers crater, the production quietly writes you out. Permanently. That last detail is what separates Arcadia from its obvious inspiration. Truman’s prison was benign. This one has a body count.
Commercially, it sits in the same lane as Twelve Minutes, The Forgotten City, and Immortality — mid-budget, narrative-forward, heavily authored, and priced for a single evening rather than a season. The market for these is real but unforgiving: they live or die on writing and craft, because they cannot compete on hours. Steam user sentiment sits firmly in positive territory, and critics tracked it warmly. The consensus critique is telling: almost nobody calls it bad. They call it short.
Key features
- Dual-protagonist, dual-genre structure: You play Trevor Hills, a nobody office clerk whose ratings just hit the floor, in 2.5D side-scrolling sequences — running, climbing, hiding, and getting chased through the city’s backstage guts. Then you play Angela Solano, the production technician who breaks protocol to get him out, in fully 3D first-person environments. The game cuts between them like a broadcast editor.
- Interlocking, real-time cooperation: This is the part that matters. Angela’s work isn’t flavor. She hacks a terminal, reroutes a camera, opens a lift — and that’s the door Trevor walks through in the next beat. Two perspectives, one causal chain.
- Mockumentary framing: Talking-head interviews with the cast, shot years after the fact, thread through the campaign. It’s a structural spoiler by design — you know some of these people survive — and the game uses that knowledge as tension rather than defusing it.
- Full voice acting across many languages, with a full achievement set and a deliberately short runtime built for one or two sittings.
Analysis
The gameplay loop
The genuine innovation here isn’t either half. Side-scrolling cinematic platformers have a lineage running back through Inside and Limbo to Another World. First-person hacking-and-documents adventures are their own well-worn shelf. What Arcadia does is put them in conversation, and then refuse to let either one carry a chapter alone.
The rhythm works like this. Trevor’s sections are kinetic and legible — you can see the whole stage in profile, which means you can read a chase before you’re in it. A guard patrols left. A vent sits high right. A conveyor moves. The 2.5D framing is doing real design work: it turns stealth into a spatial puzzle you solve at a glance rather than by memorizing patrol cones. When the set-piece chases hit, the camera pulls and the geometry collapses into pure forward motion, and the game becomes something close to a playable cold open.
Angela’s sections invert every one of those properties. First-person, slow, exploratory, information-dense. You’re reading memos, listening to audio logs, staring at CRT monitors, and — critically — watching Trevor on a screen. The perspective flip is the point. Twenty minutes ago you were the guy on that monitor. Now you’re the department that films him.
Where the design earns its keep
Plenty of games alternate protagonists. Very few make the alternation load-bearing. When Angela reroutes a camera feed and you cut back to Trevor slipping past the blind spot you just personally created, the game closes a loop that most narrative titles only gesture at. It’s a small trick executed with discipline, and it does something the writing alone couldn’t: it makes complicity mechanical. You don’t watch a character become an accomplice. You do the paperwork.
The mockumentary interviews are the second smart structural choice. They arrive as interruptions, cutting the action to let a character comment on events from a future you haven’t reached. Handled badly, that’s a tension-killer. Handled here, it works as dread — you learn that something went wrong long before you learn what, and the gap does the heavy lifting.
Where it doesn’t
Now the firm part. The puzzles are not puzzles so much as procedures. Angela’s hacking, rerouting, and door-opening are almost never genuinely difficult; they’re legible tasks with one correct answer, gated by a short walk. The game is transparently more interested in what you learn while doing them than in whether you can do them. That’s a defensible authorial choice — Call of the Sea made the opposite bet and paid for it with pacing — but if you came for friction, there isn’t any. Trevor’s environmental puzzles are similarly forgiving. Generous checkpointing, obvious affordances, low failure cost.
The one place the game does generate friction, it’s the wrong kind. The chase sequences occasionally fight the controls. Precise platforming on a 2.5D plane is a hard thing to tune, and Arcadia doesn’t always land it — a mistimed jump reads as the game’s fault as often as yours, and a handful of set pieces demand enough restarts to break the momentum they exist to create. It’s a common complaint among players and a fair one.
And then there’s length. A single-evening runtime is not a flaw in itself; it’s a format. But the structure Arcadia invents — the alternating cut, the real-time cooperation, the perspective flip — is a machine with more in it than this campaign extracts. You reach the credits with the distinct sense that the studio built a strong engine for a short film.
Visuals & performance
The art direction is the strongest thing here after the structure. Arcadia is 1970s retro-futurism done with genuine period literacy — burnt orange and avocado, warm wood veneer, curved plastic, sodium-lit corridors, corporate signage with the confident geometry of an era that thought the future was already handled. Crucially, it’s pretty and wrong. The city looks like a brochure, which is the entire thesis rendered in production design.
The visual split between the two protagonists is deliberate. Trevor’s world is shot like a stage: strong silhouettes, deep parallax, dramatic key lighting, everything composed for a camera he doesn’t know is there. Angela’s is functional and cramped — server rooms, catwalks, monitor banks, fluorescents. One is a set. The other is the crew’s side of the wall. That contrast is the game’s most elegant piece of visual argument.
The voice work is professional-grade throughout, which for a narrative-first game is table stakes rather than a bonus, but the performances are unusually good at the mockumentary register — the slightly-too-composed cadence of people who have rehearsed their trauma for an interviewer.
By design, a 2D-forward game of this scope is light on hardware, and the PC build’s requirements reflect that. The recurring player complaints skew toward control feel and checkpoint placement rather than frame delivery or stability. The console port deserves its own scrutiny on those fronts.
Platform nuances
Steam is the reference version, and not just by release order. Angela’s first-person sections — hunting through documents, scanning monitor banks, pixel-hunting terminals — are mouse-and-keyboard work in the way point-and-click adventures are mouse work. The precision costs nothing and the reading UI is built for a monitor at desk distance. If you have the choice, take it. It’s also the version with the longest runway of patches behind it.
Nintendo Switch is the interesting case. The friction lives on that platform by design. Trevor’s chase sequences demand tight, low-latency directional input — exactly the scenario where drift or a mushy stick converts a control problem into a death. Handheld play also compresses Angela’s document-heavy sections, where small text on a small panel is a genuine readability tax. The upside is real, though: a short, chapter-partitioned, story-driven game is close to the platonic ideal of a handheld purchase. It fits a couple of commutes or one long couch session, which is arguably its native habitat.
Analog stick versus keyboard is the honest trade here. The controller is better for Trevor’s momentum. The mouse is better for Angela’s investigation. The game asks you to do both, and no single input device wins outright.
Final verdict
American Arcadia is a better-designed game than it is a long one, and the gap between those two facts is the whole review. Out of the Blue found a structural idea — the cut between the watched and the watcher, with cause and effect running across the edit — and built a campaign that uses it well for a handful of hours and then stops.
That’s not a failure. It’s a small studio shipping a tight, confident, fully-voiced production instead of padding one out. The positive Steam consensus is earned, and the recurring complaint in those reviews — wanted more — is a diagnosis most games would trade their launch window for.
But the bar is what a studio has demonstrated it can do. Out of the Blue proved with this game that they can make complicity a mechanic. The next one should be the game where that idea gets room to breathe, the chases get more control tuning, and the puzzles are allowed to actually resist you. We recommend it to the right audience — narrative-adventure fans who value structure over challenge. Then watch what the studio does next, because the second act of this team looks worth the ticket.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review