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Review of Road Not Taken on PlayStation 4

by Chucky Chucky photo Sep 2025
Cover image of Road Not Taken on PS4
Gamefings Score: 7/10
Platform: PS4 PS4 logo
Released: 01 Sep 2025
Genre: Roguelike, puzzle
Developer: Spry Fox
Publisher: Spry Fox

Introduction

Road Not Taken arrives on PS4 wearing the polite clothes of a puzzle game and the chaotic backpack of a roguelike, which is the video game equivalent of saying please and then loudly tripping over your own feet. Spry Fox pitches it as an exploration of lifes surprises - the good, the bad, and the mildly inconvenient - and then trusts you to learn by doing, failing, and occasionally discovering that a mysterious object is actually useful. If you enjoy being taught nothing explicitly and learning everything through repeated, mildly humiliating mistakes, this game is aggressively thoughtful about satisfying you. The press materials are suspiciously poetic: a nod to Robert Frosts poem sets the mood like a therapist who also enjoys procedural generation. The development team openly used randomness married to handcrafted puzzles, which sounds like a marriage counselors guide to unpredictability. The PS4 release sits at a respectable if cautious critical level (Metacritic: 70/100 on PS4), and many of the reviews land in the same polite neighborhood: youll appreciate the art and the idea, you may grow weary of repetition, and you may wonder if the developers ever felt bad while making you learn by trial and error. That is the core personality of Road Not Taken: smart, occasionally prickly, and fond of making you solve things without a manual.

Gameplay

Gameplay is a tidy contradiction. On paper you have a single-player roguelike blended with puzzle mechanics; in practice you wander grid-based forests, rescue lost children, wrestle with wildlife, and shove objects into places you cant explain because the game rarerly offers explicit instructions. Objects range from simple tools to baffling curiosities, and Spry Fox expects you to be the sort of player who derives joy from discovering that a thing you picked up for no reason is actually the key to a later puzzle. Levels are generated with an architectlike eye: the game alternates randomness with hand-crafted puzzle beats. That means no two forays are identical, but the game uses a vocabulary of familiar obstacles - impassable barriers, animals, environmental hazards, narrative bits like lost children - arranged in permutations that feel fresh, and then, eventually, sort of familiar. That repetition is the trade-off: you get replay value and surprise, but you also get a steady drip of similar puzzle types, which can make extended play sessions feel like politely rearranging the same furniture in different rooms. Difficulty was a point of conversation after release. Spry Fox listened and released a patch in December 2014 with fixes and additions to smooth the experience, which is developer code for they agreed some of the stabs you took in the dark were aimed a little too close to the heart. The game is not brutally unfair; it is more inquisitively annoying. You will learn by failure because that is how the game is designed, and the joy is in the moment of understanding: when a previously mysterious item becomes the solution to a problem youve been stuck on. It is satisfying in a staccato, reward-driven way, like a puzzle that gives you a pat on the head for being clever. Spry Fox clearly took inspiration from modern roguelikes such as FTL and cosmic survival quirks like Dont Starve, then filtered those impulses into a low-key, contemplative puzzle loop. There are little touches in the background of development that hint at an upbeat indie spirit: they held a contest for what a spry fox would say and showed the game at PAX East in 2014. There was also a Vita version announced originally that never materialized, which is the sort of industry shrug that makes you feel like game development is also a series of roads not taken. The game rewards players who like discovery without hand-holding; it will frustrate players who prefer explicit tutorials and consistent difficulty curves. Both are reasonable positions, which is how the critical reception ended up being evenly courteous.

Graphics

Critics were unanimous enough on one thing: the visuals are a high point. Road Not Taken uses a restrained, charming art style that critics praised and that gives the game a deceptively warm veneer. The forest tiles, the characters, the creatures and little set pieces all have an illustrative quality; its the sort of art that makes you believe someone drew the game with a soft pencil and then decided to stick a procedural generator on top of it for fun. The PS4 version doesnt try to show off hardware fireworks. Instead it focuses on clarity and atmosphere: objects are readable (important for puzzle games), environments feel lived-in, and the whole package has a storybook vibe that compliments the Frostian theme. Thats not the same thing as being visually flashy, but it suits the design. If youre after pixel-perfect animations or GPU-bending vistas, this is not the title youll use to benchmark your console. If you like art direction that quietly underlines the game mechanics and theme, Road Not Taken is efficient and tasteful about it. The presentation is part of why the games theme lands: youre not in an adrenaline-fueled dungeon; youre in a slightly melancholy, whimsical wood where decisions matter in small ways. The art sells that, which is probably why reviewers were kinder about aesthetic choices than some of the mechanical ones.

Conclusion

Road Not Taken is a polite but persistent puzzle roguelike that asks you to be patient, curious, and ready to accept that learning comes from error. It is not for everyone. Reviewers broadly placed it in the solid middle: generally favorable on some platforms, above-average on others, and consistently praised for art and thematic ambition. Many outlets landed around a seven out of ten, which feels correct: well-made, occasionally brilliant, occasionally repetitive. If you enjoy discovering mechanics via experimentation, savoring handcrafted puzzle moments wrapped in procedural variety, and dont mind the occasional sense of repetition, youll appreciate Road Not Taken on PS4. If you prefer explicit instructions, finite puzzle sets, or a drama-free difficulty curve, you may find the game s insistence on surprise to be more grating than graceful. The developers were transparent about their goals and receptive to feedback - there was a patch addressing difficulty - which suggests the game was built with care even when it chose to make the player feel a bit foolish from time to time. In short: this game will make you learn things by being stubborn about not telling you anything. Thats the joke and the point, wrapped in a pretty package. Give it a few runs, and you might find that the surprises were the point all along, which is precisely the sort of bittersweet resolution a Robert Frost reference would approve of, assuming he liked games and procedural generation.

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