REANIMAL: The Prisoner, DLC Review: An Effective, Yet Incomplete Prologue
The Prisoner brings REANIMAL back to the horrors of war with a short and evocative DLC. Cooperation works, but the story ends before finding true autonomy.
The Prisoner reopens the nightmare of REANIMAL without altering its grammar. The first DLC preserves the strength of environmental storytelling and still finds its balance in cooperation. The decisive choice, however, concerns the format: the chapter does not seek true autonomy, but initiates a journey destined to continue in future content. The atmosphere remains powerful; yet, when the story should focus on its meaning, everything stops.
REANIMAL, what The Prisoner is about: the horror of war
The Soldier and the Prisoner traverse a city devastated by conflict. The abrupt transition from captivity to a parachute jump immediately imposes a flight without clear coordinates. Tarsier Studios foregoes direct explanations: it's up to the environments to suggest what has happened.
The abandoned bodies and destroyed interiors make the war tangible, but are not enough to offer a complete interpretation. The DLC adopts conflict as a visual language without developing it to the point of making it an autonomous discourse.
The camera entrusted to the Prisoner is the most interesting intuition. In this scenario, it links the act of observing to the necessity of survival. The chapter, however, goes no further than suggestion: its brevity prevents this relationship from acquiring a truly defined narrative weight.
The gameplay of REANIMAL The Prisoner, between camera and cooperation
The division of roles is immediately clear. The camera allows the Prisoner to gather clues and stun enemies. The Soldier, on the other hand, responds to the threat with an axe.
In co-op, this complementarity gives weight to the presence of both characters. The action depends on shared timing, especially during encounters. Puzzles remain simple; it's the escapes that produce the most tense moments.
In solo play, however, the fragility already found in the main game re-emerges. The system-controlled companion can ignore a call or arrive late during an interaction. The generosity of checkpoints mitigates the punishment, without preventing the rhythm from breaking.
Atmosphere and readability of the DLC
The ruined city allows Tarsier to push the horror towards a more explicit war imagery. Amidst dust and darkness, every trace of familiarity disappears. Even the sound proceeds by subtraction: prolonged silences are broken by sudden incursions of threat.
The soldier armed with a flamethrower has an effective visual presence, but the confrontation he stars in proves to be not very challenging. The clash ends before truly exploiting its potential. The return of some threats from the main game, moreover, lessens the effect of discovery.
Finally, the darkness is not always managed with the necessary precision and in some passages compromises the readability of the scenario. The atmosphere maintains its dominance over the design, but sometimes ends up hindering it.
The Prisoner's duration and final rating
A duration between one hour and one and a half hours would not necessarily be a limitation. The problem arises from the way the first episode of this trilogy closes, leaving the conflict without a true conclusion. The Prisoner outlines the bond between the protagonists, already projected towards a precise direction. However, it does not develop a narrative arc capable of standing on its own.
It is a coherent return to the world of REANIMAL, supported by an still incisive artistic direction. As standalone content, however, it remains too dependent on what is to come. Rather than truly expanding the game, it opens a parenthesis whose meaning is deferred to subsequent chapters.