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Review of Wheels of Aurelia on PlayStation 4

by Jay Aborro Jay Aborro photo Oct 2016
Cover image of Wheels of Aurelia on PS4
Gamefings Score: 7.0
Platform: PS4 PS4 logo
Released: 04 Oct 2016
Genre: Adventure / Visual Novel
Developer: Santa Ragione
Publisher: Santa Ragione

Introduction

There are two ways to introduce Wheels of Aurelia. One is the jaunty motor-oil-and-cigarette-card version favored by travel brochures and coffee-table books about Italian cinema: a sun-streaked 1978 coastline, a convertible, a playlist that smells faintly of vinyl and menace. The other is the video-game critic's version - succinct, a little jaundiced, and written with a thumb permanently lodged in the margin of an industry magazine. I prefer the latter. Wheels of Aurelia is a short, stylish hybrid: part visual novel, part minimalist driving game, made by the Italian indie studio Santa Ragione. It markets itself as a road trip through late-seventies Italy and aspires to be an interactive short film inspired by Out Run and Il Sorpasso. It succeeds at mood and setting more often than it does at being a satisfying game.

Gameplay

If you remember 1990s car magazines, you will appreciate the economy of this design: the driving is an engine roaring in the background while the real engine is the dialogue. The player watches Lella's sports car from a bird's-eye perspective; the road scrolls, traffic appears, and the vehicle propels itself forward automatically. Your input is a pair of modest mechanical gestures: you accelerate (a temporary boost) and you change lanes to avoid cars. The other axis of interaction is entirely conversational. The game presents branching dialogue trees that determine who climbs into the car at subsequent stops, what destinations open up, and which of the sixteen possible endings you will see. Playthroughs are brief - roughly ten to fifteen minutes - but the branching structure gives the illusion of depth through repeat visits rather than an extended single experience. This is a deliberate design choice. Santa Ragione wanted the player to inhabit a compressed narrative groove: a handful of discrete choices, rapid consequences, then a cut to the next vignette. It feels like an arcade conceit grafted onto a visual novel. Sometimes the marriage works - a terse lane-change to avoid a bus while deciding whether to sympathize with a hitchhiker can generate an odd, cinematic tension. More often, the driving is a rhythm section that never quite syncs with the choir. The lanes and speed boosts rarely offer emergent gameplay; they exist mostly to punctuate dialogue and provide short, occasional interludes like a quick burst of arcade theatre. The characters are the meat of the experience. Lella is a woman on the run in several senses: from family obligations, from Italian politics of the era, and from personal entanglements, including a complicated past involving a former kidnapper. She meets Olga in a nightclub; Olga's reasons for leaving Italy - including the quest to reach France for an abortion - complicate and darken what might otherwise be a road-movie bromide. Conversations touch on single parenthood, fascism, and the Mafia. Your choices alter who joins the journey and which tonal register the next scene adopts. You can find yourself in a car race with a stranger, plotting a bank robbery, or sinking into intimate confessions that reveal backstory and political contours. The biggest structural complaint is practical: to see most of what the game has to offer you must replay the entire drive. There is no chapter select that lets you jump to crucial decision points, so obtaining all sixteen endings demands repetition. That design can be defended as a simulation of repetition on the road, but it feels stingy when the playtime of each run is so short. In the 1990s we accepted replay if the mechanics rewarded it; here the reward is mainly novelty and narrative curiosity rather than mechanical variation.

Graphics

Wheels of Aurelia looks like a passion project by people who love washed-out film posters and low-poly 1970s comics. The art direction is the game's loudest success. Environments are constructed from a large library of assets - the team claimed over 200 environment pieces - and the result is a graphical palette that manages to be both minimalist and evocative. Character portraits are two-dimensional and comic-book inspired in a way that would have made 1990s European fanzines feel very much at home. The low-poly roadways and stylized cars move with a deliberate, theatrical rhythm; it's not photorealism, it's moodcraft. Sound design adds to the authenticity. A moody soundtrack feels tailor-made to ride alongside the images; it captures the period without ever lapsing into pastiche. Voice work is serviceable and, when paired with the dialogue design, gives several scenes real bite. The overall package nails the idea of '70s Italy as a historical texture - neorealism given the gloss of modern indie games. Critics were united in praise for the presentation: several reviewers singled out the graphics and score as what keep the game aloft when the mechanics falter. On a technical note, the PS4 port feels competent. The Unity engine delivers a stable experience and the interface is clean, though you will notice that the driving component was never intended to be the player's chief joy. It's decorative movement rather than full-bodied mechanical engagement.

Conclusion

Wheels of Aurelia is an odd little artifact - a game that looks and sounds like it should be on a film festival circuit rather than a console shelf. It's thoughtful, occasionally provocative, and possesses an aesthetic confidence many larger studios can only envy. It rarely convinces you that the driving mechanics are more than garnish, and the insistence that players replay entire runs to reach new outcomes can feel like asking for stamps in a passport that runs out of pages. For players attracted to narrative experiments, historical atmospheres, and smart art direction, Wheels of Aurelia is worth the price of admission on PS4 as a short, repeatable mood piece. For players who come to games for robust mechanical systems or long-form storytelling, it will feel unsatisfyingly slight. The score of 7.0 reflects that split personality: the game is better as a frozen postcard of 1978 Italy than as a fully convincing hybrid of arcade driving and interactive novel. It is a memorable trip, but one you will finish before the sun sets on the Aurelia and find yourself wondering whether you would have preferred to read the screenplay instead.

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