Overview
Most games that steal from art history steal the vibe. They hire an illustrator, ask for “Bosch, but ours,” and call it a day. Death of the Reprobate steals the actual paintings. Every character, every prop, every backdrop in Joe Richardson’s game is cut directly out of genuine Renaissance, Rococo, and Romantic canvases, then hinged at the joints and animated like a cardboard puppet show staged in the Prado after hours. It is a collage, and it should look like a ransom note. It doesn’t. It looks like a world.
Richardson is a solo Scottish developer, and this is his third pass at the idea. Four Last Things (2017) was the proof of concept — a compact, filthy Monty Python sketch built from Bruegel and Bosch. The Procession to Calvary (2020) was the ambitious one, the game that proved the joke could carry a full-length adventure with real puzzle architecture underneath. Reprobate, published by Akupara Games and released November 7, 2024 for Windows, macOS, and Linux/SteamOS, closes what fans call the Immortal John trilogy. It also stands alone, which matters more than it sounds — the setup requires no homework. You are the wastrel heir of the immortal John, summoned to a deathbed, and informed by your father that you should stop being such a shit. Seven good deeds. Go.
That premise is doing something sly. The seven-deeds structure is a medieval devotional framework — the Seven Corporal Works of Mercy, feed the hungry, clothe the naked, bury the dead — repurposed as a quest log. Richardson borrows Renaissance moral architecture — the Seven Works of Mercy framework — and runs a Rabelaisian gag through it. Every act of charity metastasizes. You set out to help a townsfolk with an errand and end up somewhere blasphemous, usually involving a body, occasionally involving a Pope.
The market position is unambiguous. This is a small, sharp, three-to-four-hour comedy adventure in a genre currently dominated by either nostalgia revivals or sprawling narrative epics. It is neither. It’s a short story that knows it’s a short story. The reception reflects that confidence: a Metascore of 81. The dissent is narrow and consistent, and we’ll get to it.
Key features
- Authentic painting collage: Not “painterly.” Not a filter. Real Renaissance, Rococo, and Romantic artworks cut apart and reassembled into a single coherent, animated world — the most distinctive art direction in the adventure genre, full stop.
- Original period-instrument score: Eduardo Antonello wrote new classical music performed on period instruments. It is not a needle-drop of public-domain Vivaldi, and the difference should be audible in every scene transition.
- Seven good deeds structure: A quest framework lifted from medieval devotional art, used as a comedy engine. Each deed is a self-contained escalation from mundane favor to moral catastrophe.
- Full voice acting: Every character speaks, and the performances carry the comic timing — this is a game where line delivery is load-bearing.
- Traditional adventure toolkit: Verb-coin interface, inventory, item combination, dialogue puzzles. No survival mechanics, no crafting trees, no map to clear.
Analysis
The Gameplay Loop
The structure is elegant: seven deeds, each a self-contained short story, each opening onto a small cast of townsfolk with a request. Fetch this. Move that. Convince him. The loop is classic LucasArts — talk to everyone, pocket everything not nailed down, rub items together until something clicks — and Richardson executes it with a clean hand. The verb coin is a smart choice for a game this dense with visual gags. Radial, contextual, no scanning a verb list at the bottom of the screen while your eye wants to be on the Rococo nude in the background. It keeps the player looking at the art, which is the entire point.
What’s changed — and this is the criticism that appears in nearly every serious review of the game — is the resistance. Reprobate is markedly easier than The Procession to Calvary, and considerably easier than Four Last Things. Solutions are signposted. Dialogue trees narrow toward the answer. The game is helpful in ways the earlier entries flatly refused to be.
It’s important to frame this carefully, because “easier” is not automatically “worse.” Adventure game difficulty has historically been a euphemism for moon-logic cruelty — the goat and the rubber chicken with a pulley in the middle. Richardson has clearly decided the puzzles are the delivery mechanism, not the meal. He wants players moving through the jokes at a good clip, not stuck in a room for forty minutes brute-forcing an inventory grid while the comic momentum bleeds out.
That’s a defensible design thesis. It’s also a real loss. The best moments in Procession came when a puzzle solution was itself the punchline — when the absurd logic of the world resolved into something that was simultaneously a solve and a joke. Reprobate has fewer of those. More often the puzzle gets out of the way so the writing can perform, and the writing is more than good enough to carry it. But a comedy adventure firing on both cylinders is a rarer, better thing than one firing on one.
Writing and Comic Register
The humor is Python-adjacent — that’s the standard comparison and it’s accurate as far as it goes, but it undersells the range. Richardson writes in a specific register: florid, period-appropriate diction deployed in service of extremely stupid outcomes. Characters speak in the elevated cadence of a Holbein portrait subject and then say something appalling. That gap is where the jokes live, and it’s a gap that only works because the art and the score are playing it completely straight.
The content warning — cartoon nudity, violence, strong language — is honest. This is a game where the nudity is Rubens’ nudity and the violence is Caravaggio’s violence, which is funny as a formal joke about what we consider acceptable when it’s hanging in a museum. But the language is contemporary and it is filthy. If crude comedy isn’t your register, the art won’t save you.
Onboarding and Friction
The design aims for zero friction: the interface is legible within moments of starting, with no tutorial gate to endure. The trilogy connection is handled correctly — referenced for returning players, invisible for newcomers. This is how you close a trilogy without holding a hostage.
Runtime and Diminishing Returns
Three to four hours. Twenty achievements, Steam trading cards. The runtime is a genuine, if minor, point of contention, and it interacts badly with the other complaint: if you’ve played both prior games, you’re arriving with calibrated expectations and a familiar toolkit, and the sense of diminishing returns is real. The third iteration of a joke format is inherently the least surprising, no matter how well-executed. That’s not a flaw Richardson could design his way out of — it’s arithmetic.
Newcomers get the best version of this game. That’s an odd thing to say about a trilogy finale, but it’s true.
Visuals & performance
The art direction isn’t the selling point — it’s the entire proposition, and on paper it delivers. What separates Reprobate from a hundred lesser collage games is coherence. Cutting figures from wildly different periods, palettes, and lighting conditions and making them share a frame convincingly is a compositing problem, not an art problem, and Richardson appears to have solved it. Figures share a plane. Scale reads correctly. The lighting is reconciled well enough that the eye stops interrogating the seams and starts reading the scene. It should look like a Terry Gilliam animation — jagged, deliberately crude — and instead it looks like a world that was always painted this way.
The animation deserves specific credit. Cutout puppetry is a limited vocabulary — pivot, slide, scale — but the timing is comic timing, and jerky, over-articulated gestures are used as punchlines rather than as a technical constraint to be forgiven.
Antonello’s score is the underrated element. Original composition for period instruments is expensive and slow, and it would have been trivially easy to license public-domain Baroque recordings and pocket the difference. He didn’t, and the payoff should be music that responds to scenes rather than looping underneath them.
One presentational stumble: the new speech-bubble dialogue system drew consistent minor complaints. It’s a legibility change from the previous games’ approach, and in a game where the background is a Rococo painting you actively want to look at, text placement matters more than usual. It’s not broken. It’s a downgrade from a solution that worked.
Technically, the game should be inert in the best way. 2D cutout rendering with no physics, no procedural systems, and no streaming demands means a game of this scope is light on hardware.
Platform nuances
Steam, and Steam is the right home for it. The verb-coin interface is a mouse-native design — a radial menu that appears under the cursor and resolves with a directional flick. There is no controller mapping that improves on this, and no touch interface that wouldn’t add a layer of imprecision to a game built on clicking small, painted objects hidden in busy compositions.
Full Windows, macOS, and Linux/SteamOS support is the correct call, and the Linux/SteamOS build is more than a checkbox — this is close to an ideal Steam Deck game if you can tolerate trackpad-driven pointing. Short sessions, low power draw, no reflex demands. The trackpads should handle the verb coin adequately, though “adequately” is the operative word; a mouse is still meaningfully better.
The Steam apparatus — 20 achievements, trading cards — is present and unobtrusive. Nobody is buying this game for the achievement hunt, and Richardson hasn’t padded the runtime pretending otherwise.
Final verdict
Death of the Reprobate is the prettiest and funniest game in Joe Richardson’s trilogy, and the least mechanically interesting. Those facts are related. He optimized for flow, and the writing and art are strong enough that the trade mostly pays — but it does mean the finale is the entry where you’ll spend the least time thinking.
The 81 Metascore is fair, and it sits exactly where the criticism lives: a delightful three hours, judged against what came before. Solid, funny, and flawed in ways that matter — we recommend it to the right audience, with the caveats above.
What sticks isn’t the punchlines. It’s that Richardson built a comprehensible, funny, self-consistent world out of stolen brushstrokes and never once let the seams show. That’s a craft achievement that has nothing to do with difficulty curves, and it’s why this trilogy will still be worth playing in a decade — long after everyone has forgotten which of the three had the hardest inventory puzzles.
Worth buying for the right audience. Play it in one sitting. Then go find Four Last Things.
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