Overview
There’s a specific kind of nostalgia trap that games fall into constantly: slap a synthwave filter on it, cram in some Blockbuster references, and call it the ‘90s. The Big Con, from Toronto studio Mighty Yell, sidesteps that trap almost entirely. Instead of aping the decade’s surface, it commits to its cartoons — the loud, rubbery, Saturday-morning animation language of Doug, Rocko’s Modern Life, and Hey Arnold! — and builds a coming-of-age story inside it.
You play Ali, a teenage mall-rat who runs away from home with a straightforward mission that curdles into something messier: her mom Linda is about to lose the family video rental store to loan sharks demanding an absurdly specific sum. Enter Ted, a fast-talking con artist who teaches Ali to pickpocket, disguise, and swindle her way across America. It’s a road trip, a heist story, and a mother-daughter drama stuffed into a four-to-five-hour package.
Mighty Yell isn’t a household name, and that matters here. This is a small studio swinging at a very specific tone — comedic warmth with a moral undertow — and mostly connecting. The game has since expanded into “Grift of the Year” and mobile “Everywhere” editions that fold in extra cons and content.
Its market position is clear: a narrative-first indie for players who want a story they can finish in an evening, not a systems-heavy grind. It sits comfortably beside titles like Night in the Woods and Unpacking — games sold on voice, mood, and heart. The question isn’t whether The Big Con is charming. It obviously is. The question is whether charm alone carries a game across the finish line. Mostly, it does. Sometimes, it wobbles.
Key features
- Con-Artist Toolkit: Light stealth built around pickpocketing, swiping valuables, and slipping into disguises to bypass NPCs who’d otherwise recognize you — the mechanical spine of every hustle.
- Branching Dialogue with Moral Weight: Nearly every interaction lets you choose how ruthless to be. Fleece the sympathetic single dad, or walk away? The game tracks greed and lets the story breathe around it.
- Hand-Drawn ‘90s Cartoon Aesthetic: Full hand-drawn animation in a bubblegum palette, backed by a Rockapella-style a cappella soundtrack that nails the Where in the World Is Carmen Sandiego? energy.
- Collectible-Driven Exploration: VHS tapes, stickers, and cassette-style soundtracks scattered across point-and-click environments reward players who poke into corners.
Analysis
Gameplay Loop
The core loop is simple, and that reads as both compliment and critique. You arrive somewhere — a motel, a bus depot, a cult compound. You talk to people. You figure out who’s carrying cash or valuables. You lift what you can, sometimes by pickpocketing directly, sometimes by donning a disguise to unlock a conversation or a restricted area. Then you move on.
The pickpocketing is a low-tension affair. NPCs have a facing direction and a rough cone of awareness; the design invites sidling up from behind, holding a button, and lifting a wallet before the gaze swings back. There’s no meaningful failure state most of the time — get spotted, and the only cost is backing off and trying again. This is stealth as texture, not challenge. Next to anything with an actual detection system — Metal Gear, Dishonored, even Untitled Goose Game — the friction here is almost nonexistent.
That’s a deliberate design choice, and whether it works depends entirely on what a player wants. The Big Con isn’t asking anyone to master a system. It’s asking them to inhabit a story, and the mechanics are the connective tissue between jokes and character beats. The disguises are the most fun part of the toolkit — swapping a wig or a jacket to become “someone else” plays into the game’s comedic register beautifully, and the writing knows it.
Choice and Consequence
The most interesting design decision is the greed dial. Ali can steal from nearly anyone, but the game constantly frames who she’s stealing from. A struggling person’s last few bucks registers differently than a smug jerk’s fat wallet, and the dialogue reflects those choices without devolving into a heavy-handed morality meter with a glowing halo or horns.
This is where the game earns its “surprisingly touching” reputation. The onboarding into thievery is gentle and funny, but as the story unfolds, the writing quietly asks whether Ali is becoming the kind of person who justifies anything for a payday. It’s a smart thematic spine, and it’s the reason the ending lands harder than a four-hour comedy game has any right to.
Pacing and Length
At roughly four to five hours, the game is tight — arguably too tight for the $14.99 price some platforms ask, and just right for others. The con setups are varied enough that the repetitive core mechanic doesn’t fully wear out its welcome before the credits roll. Push much past this runtime, though, and the thinness of the stealth would become a liability. Mighty Yell seems to know exactly how long its central joke stays funny, and gets out before it sours. That’s discipline. The extra cons in the “Grift of the Year” edition pad the runtime without fundamentally changing the rhythm.
Interface
The point-and-click exploration is clean, and menus stay out of the way. Collectible-hunting is optional and never gated behind tedium. The one persistent friction is navigation in busier scenes, where the fixed camera occasionally hides an interactable behind foreground art — a small annoyance, not a dealbreaker.
Visuals & performance
This is the headline, and it deserves to be. The art direction is a knockout. The hand-drawn animation has that squashy, elastic quality that defined the best of ‘90s TV animation, and the color work — all saturated pinks, teals, and sunset oranges — sells the era without a single lazy “remember dial-up?” gag. Character design carries real personality; a silhouette tells a character’s whole deal.
The a cappella soundtrack is the secret weapon. Those bouncy, mouth-drummed backing tracks are pure Carmen Sandiego game-show energy, and they lift even the quieter scenes. It’s the rare game score built to hold up outside the game.
Performance should be a non-issue by design. This is a 2D game with modest technical demands and no graphical showboating to stress hardware — the ambition here is entirely artistic, not technical, and a 2D game of this scope is light on any platform it targets.
Platform nuances
- Steam (PC): The definitive way to play. Mouse-and-keyboard makes pickpocketing precise, and the art looks razor-sharp on a big monitor. Controller support is solid too.
- Nintendo Switch: A near-perfect fit. The bite-sized structure and cartoon aesthetic feel right at home in handheld mode, and the modest hardware demands suit the platform.
- iOS / Android (“Everywhere” edition): Touch controls translate the point-and-click design naturally — tapping to move and interact is intuitive, and the extra mobile content sweetens the deal. The trade-off is screen real estate; busier scenes get cramped on a phone, and the fine detail of the animation loses some punch. Best on a tablet.
The core experience survives the jump across all four platforms intact, which is the right outcome for a narrative game. The only real variable is how much the visuals shrink.
Final verdict
The Big Con shows that a game doesn’t need mechanical depth to leave a mark — but it also shows the ceiling of that approach. The pickpocketing never evolves past “hold button behind NPC,” and stripped of the presentation, there’s a fairly thin adventure game underneath. The thing is, the presentation can’t be stripped away, because it’s the point. The art, the music, the writing, and Ali’s messy, funny, tender arc combine into something with real warmth.
Mighty Yell made a small game and had the good sense to make it exactly as long as it needed to be. It’s not a genre-bender, and it won’t test anyone’s reflexes. But it’s built to earn laughs, and its ending is designed to catch players off guard. We rate it a solid Good — recommend it to the right audience, and for that audience, it’s more than enough.
Reviewed by the Rankeno Puzzle & Casual 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