Disjunction is a game built on promise, and a promise it mostly fails to keep. The stealth-action RPG from Ape Tribe Games asks players to care about a mystery unfolding across New York City in 2048, told through the eyes of three characters whose stories connect as the game progresses. It sounds like a premise worth sitting with. In practice, the game spends too much time telling you why you should care and too little time letting you feel it.
Trailer, via Ape Tribe Games.
New York Underneath
The setting is the game’s strongest asset. New York in 2048 is a grim, rain-soaked place, and the game sells that world with a bird’s-eye view that gives the city a sense of scale and decay. High-rise towers loom over narrow streets, neon signs flicker against wet pavement, and the whole thing feels lived-in in a way that many games of this genre miss.
But the world is a shell without much life inside it. Side quests lean on fetch-and-deliver missions that ask little of the player beyond moving from point A to point B. The city is a stage, and the actors performing on it are thin. There is no real sense of community, no memorable faces, no characters you want to see again outside of the main plot threads.
Three Faces, One Mystery
The core design is simple: follow three characters as they chase down a mystery that threatens the city’s fate. The idea is sound. The execution is not. The game jumps between these three perspectives constantly, and the switching can feel arbitrary rather than serviceable to the story.
None of the three leads leave much of an impression. Their motivations are thin, their dialogue is stiff, and the game rarely takes the time to let you understand why any of them matter beyond their role in the plot machine. The mystery itself is decently paced, but the payoff lands with a thud because nobody cares enough to feel it.
Stealth That Never Sticks
The stealth systems are where Disjunction stumbles hardest. The bird’s-eye perspective should work well for hiding and observing, but the game struggles to make it feel precise. Enemies spot you at odd angles, cover is inconsistently placed, and the game often punishes you for moving in ways that feel natural rather than forcing you to think carefully.
Combat is a mixed bag. Gunplay is competent but unremarkable, and the RPG elements add light levelling and skill trees that never quite justify their existence. The mix of shooter and RPG mechanics never gels into something greater than the sum of its parts.
A Short, Unfulfilled Journey
The game is short, and that brevity is both a blessing and a curse. It could have spent more time building out its characters and its world, but it also avoids overstaying its welcome. The pacing holds together until the final stretch, where the mystery resolves quickly and the game wraps up without much ceremony.
“The game wraps up without much ceremony.”
What Works
- The visual presentation of New York in 2048 is genuinely atmospheric.
- The bird’s-eye view gives the game a distinct identity.
- The mystery is well-paced and easy to follow.
- The stealth systems are occasionally clever.
What Doesn’t Work
- The characters are thinly written and underdeveloped.
- The side content is repetitive and forgettable.
- The stealth systems are inconsistent and frustrating.
- The game’s ambitions exceed its mechanical grasp.
Final Word
Disjunction is a game that wants to be remembered for its world, not its execution. The New York of 2048 is a striking place, and the game’s bird’s-eye view gives it a look that few other stealth titles attempt. But the rest of the package is a letdown. The characters are underwritten, the side content is hollow, and the stealth systems fight the player at every turn.
There are flashes of quality here, moments where the game nearly earns its ambition. But those moments are scattered, and the game never quite pulls everything together into a cohesive whole. It is a game that is best enjoyed in short bursts, not a destination worth the full journey.
Disjunction is a missed opportunity. It has the seeds of something interesting inside it, but the soil is thin, the watering is irregular, and the harvest is small. The game deserves credit for trying to do something different, but it falls short of delivering on that promise.
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