Overview
Some games break your heart by being bad. Backbone breaks it by being brilliant for exactly one act, then walking away from everything that made it special.
Developed by the small studio EggNut and published by Raw Fury, Backbone—since retitled Tails Noir—arrived on June 8, 2021 carrying enormous expectations, most of which it set for itself. The pitch is intoxicating: a post-noir detective RPG set in a rain-drenched, dystopian Vancouver populated entirely by anthropomorphic animals. You play Howard Lotor, a raccoon private eye with a cheap suit and a cheaper self-image, hired for a routine infidelity case. Classic setup. Classic bait.
The market context matters here. Backbone landed in the golden age of the narrative indie—post-Kentucky Route Zero, post-Disco Elysium, when a well-written adventure game with a strong visual identity could punch far above its budget. EggNut clearly studied those touchstones. The CRPG-inspired branching dialogue, the emphasis on emotional expression over combat, the willingness to be weird and literary—this is a game built by people who love the medium’s more ambitious corners.
And for its opening act, the design delivers on that love. The first case is thick with mood: dumpster-diving for clues, sniffing out leads (literally—scent is a mechanic), sweet-talking a nervous informant in a smoky bar. It plays like the beginning of something great.
That’s the tragedy. Backbone is two games stapled together, and only one of them works. The reception it earned isn’t lukewarm. It’s whiplash.
Key features
- Anthropomorphic Noir Setting: A carefully realized dystopian Vancouver—Gastown, Granville, the works—where raccoons, foxes, and apes navigate class, surveillance, and rot. The world-building is specific and lived-in.
- Scent & Stealth Investigation: Early gameplay leans on smell-based detection and light stealth to avoid threats, grounding the player in Howard’s animal instincts rather than a generic “detective vision.”
- Branching CRPG Dialogue: Rich, well-authored conversation trees inspired by classic role-playing games, where tone and word choice shape how Howard reads the room—and himself.
- Doom-Jazz Score: An original soundtrack by Danshin and Arooj Aftab that soaks every scene in smoky, mournful atmosphere. It’s the game’s most consistent triumph.
- Pixel Art + 3D Lighting: High-resolution pixel art fused with volumetric fog, dynamic lighting, pouring rain, and neon—one of the best-looking 2D-3D hybrids of its era.
Analysis
The Gameplay Loop That Wasn’t
Here’s the promise Backbone makes in its first act: you are a detective, and detecting is what you do. You canvas neighborhoods. You collect physical evidence. You sneak past a slaughterhouse’s security using scent to mask your presence. You choose how to press a witness. The onboarding works well, drawing the player into Howard’s world without tutorial pop-ups breaking the spell.
The loop is designed to feel tactile. Investigation has weight because the environments are hand-crafted rather than procedurally filled, and because the writing treats every NPC as a person with a stake. In that first infidelity case, Backbone hums with the specific pleasure of good detective fiction: the sense that the world is a machine of secrets and the player holds the wrench.
Then the game takes that wrench and throws it in the ocean.
The Second-Act Collapse
Without spoiling specifics, Backbone’s story pivots—hard—out of noir mystery and into surreal, existential science fiction. That’s a defensible artistic swing. Plenty of great fiction bends genre mid-stride. The problem isn’t that Backbone changes. It’s that it stops being a game.
After the first act, the branching investigation evaporates. The deduction mechanics—the sniffing, the sneaking, the evidence-gathering that defined the opening—largely vanish. What replaces them is a long, linear corridor of dialogue with a fraction of the earlier agency. The player is no longer solving. They’re scrolling. The illusion of a responsive detective RPG gives way to something closer to a visual novel that forgot to keep its interactivity.
This is the crux of the game’s polarized reception, and it deserves the criticism. When a game sells player agency and CRPG-inspired branching as its core identity, then quietly strips both out after the tutorial’s afterglow fades, it isn’t subverting expectations—it’s breaking a contract. The choices that felt meaningful in act one turn out to be mostly cosmetic. The mystery the game promises doesn’t resolve so much as get abandoned in favor of a philosophical mood piece.
And the ending? Abrupt. Unearned. Backbone reaches for a meditation on identity, society, and change, and it has real ideas—about complacency, about the impossibility of returning to how things were. But ideas aren’t a substitute for structure. Disco Elysium earned its philosophy by making every conversation a mechanical playground. Backbone gestures at profundity while taking the controller out of the player’s hands.
Writing That Deserved a Better Frame
None of this means the prose is bad. It isn’t. Line by line, Backbone is often beautifully written—wry, sad, observant about power and decay. Howard is a compelling narrator precisely because he’s a coward dressed as a cynic. Had this script been poured into a structure that respected interactivity all the way through, the conversation would be about a classic.
Instead, the writing becomes an argument against the game around it. The better the paragraphs get, the more apparent the absence of anything to do with them.
Visuals & performance
Let’s be unambiguous: Backbone is stunning. The pixel-art-plus-3D approach isn’t a gimmick. Rain streaks through neon. Fog pools in alleys. Light spills from bar windows onto wet pavement in a way that demands a pause and a long look. EggNut’s art team understood that atmosphere isn’t decoration in noir—it’s the argument. Every frame could be a screenshot on a wall.
As a design matter, this is not a technically demanding game; a 2D game of this scope is light on hardware, and the restraint of a fixed-perspective, side-scrolling world plays to the engine’s strengths. The UI stays out of the way, trusting the environment to do the storytelling.
The doom-jazz score deserves its own paragraph. Danshin and Arooj Aftab built something that carries the game across its rough patches. Even when the plot loses its footing, the music never does. If there’s one reason to sit with Backbone, let it be that sound.
Platform nuances
On Steam, Backbone is in its natural habitat. Mouse-and-keyboard suits the deliberate pace, and the higher-resolution presentation lets the pixel art and lighting sing on a large monitor. It’s the definitive way to experience the visuals, and controller support is there for those who’d rather lean back.
On Nintendo Switch, the calculus shifts. This is a slow, contemplative, text-heavy game—which sounds perfect for handheld, and often is. Backbone in bed is arguably the ideal mood match. But the trade-off is real: the game’s signature volumetric fog, rain, and neon lose some of their punch on the smaller, lower-resolution handheld screen, and the reading-heavy back half can strain in portable mode. Docked, it closes much of the gap. Handheld, the trade is spectacle for coziness. Given that Backbone is all atmosphere, that’s not a trivial trade.
Final verdict
Backbone is the most frustrating kind of disappointment: the kind that starts as a triumph. For an act, it’s a genuinely special detective game—gorgeous, moody, confidently written, mechanically grounded in Howard’s animal senses. Then it dismantles itself, trading interactivity for a philosophical monologue and a mystery for a shrug.
We don’t fault EggNut for ambition. We fault the execution of it. Great genre subversion adds; Backbone’s subtracts. What survives is a soundtrack for the ages, art worth framing, and a script that keeps reminding the player how good this could have been. At $24.99, it’s a hard recommendation for most people—worth it only for those who will settle for atmosphere alone. Go in knowing the detective story it opens with gets up and leaves before the end.
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