The fastest gunslinger ever to roam the Underworld has a name!
Believe us, it took far more than a quick playthrough to fully appreciate the beauty, elegance, and immense artistic value embedded in Rose and Locket. For those not yet in the know, this refers to the debut project from the New Zealand indie game studio Whistling Wizard.
This is a project that took its time to make it onto our radar, but from our very first encounter, it immediately conveyed a sense of high promise, both visually and in gameplay, validating the strong expectations we had.
Now, after our third extensive playthrough, during which we’ve delved deeply into the core nuances of Rose and Locket, we’re ready to offer a detailed analysis and reveal everything you need to know, and, most importantly, what to anticipate from Whistling Wizard’s new creation.
What is Rose and Locket, and Who Are the Visionary Minds Behind It?
How remiss of us—we nearly overlooked the most important detail: what Rose and Locket is and who the two gifted creators behind it are. But no, we didn’t truly forget; we simply wanted to keep you captivated and reveal everything at just the right moment. And what better time than right before we dive into our analysis? Surely, you’ll agree.
So, where were we? Ah, yes. Rose and Locket is a mesmerizing and fast-paced run ‘n gun action platformer set in a bizarre and distinctive world of the dead, one that might vaguely remind you of the Weird West genre—a term coined in 1972 to describe a hybrid of fantasy Western, horror Western, and science fiction Western. The game, narrated through the melancholic words of the protagonist, tells the harrowing tale of Rose, a former outlaw who embarks on a journey through the spirit realm of the Underwest to free her fragile daughter’s soul, trapped inside within a silver locket by Envy, a malevolent entity at odds with his siblings, the nefarious and powerful Great Sins.
The game is brought to life through the exceptional talents of two New Zealanders, working under the banner of Whistling Wizard. This duo—Roger Heal, who handles art design and animation, and Ryan Forrester, responsible for coding and special effects—makes their debut in the gaming industry with this project. Although this is their first official project, Roger and Ryan have been collaborating for years, refining their synergy and mastering the art of teamwork. Their partnership, marked by deep mutual respect, a strong sense of collaboration, and unwavering trust, embodies the qualities essential not only for a successful project but also for any meaningful human connection—qualities that shine through in Rose and Locket.
Now that we’ve introduced the creators and their project, let us turn our gaze toward the Underworld. It’s time to delve deeper and immerse ourselves in the demo of their upcoming creation.
It’s time to atone for your sins, Rose
“The cost of my past sins…My daughter’s spirit trapped within a silver locket by an evil being of the Underworld. Now there was only one thing left to do: to claim the bounties of the great sins for the green-eyed spirit named Envy.“
These are the words, heavy with remorse, melancholy, and sorrow, that penetrate our consciousness as we delve into Rose’s story. Coupled with a stunning and interactive cinematic, they set the stage for the prologue of Rose and Locket and guide us through the initial phase of the game’s tutorial. This evocative introduction leads us into the heart of the demo’s world: the searing and vengeful realm of Wrath. This formidable domain represents the first challenge Rose must face to have any chance of breaking the curse that binds her daughter’s soul within the silver locket and freeing her tormented spirit.
However, before we proceed, it’s essential to take a step back. Who exactly is Rose, and why has she found herself in the Underworld? While a definitive answer to this question is, for obvious reasons, beyond our grasp, the demo offers us some valuable clues. As previously mentioned, Rose is a former outlaw—spirited and undeniably badass, if we may add this editorial note. Despite this, her origins, her past, the monumental sins she blames herself for, and the reasons behind her descent into this dire predicament remain shrouded in mystery. It must be something truly dire and unforgivable to drive our heroine to forge an alliance with Envy himself and traverse the realm of the dead. After all, one doesn’t simply wake up one morning and decide to negotiate with a malevolent spirit without a compelling reason.
Indeed, it is often said that a parent will go to any lengths for their child, even at the risk of their own safety. Rose is no exception, willing to sacrifice everything—even the very essence of her body and soul—to secure a better future for her daughter. This time, however, the stakes are extraordinarily high, and even a seasoned outlaw like Rose might find the challenge daunting. Yet, such is the nature of her calling; a true gunslinger never shirks from a challenge.
In this instance, the challenge is nothing short of extraordinary: it requires claiming the bounties of the Great Sins in exchange for the promise of lifting the curse that binds Rose’s daughter within the silver locket. This is Envy’s sole and exclusive proposition, a feat that seems beyond the reach of any mortal—except Rose.
Thus, Rose stands ready to risk it all, crossing the shadowy thresholds of the Underworld, determined to fulfill her mission and reclaim her daughter’s soul.
Art is expression, communication, and vibration, not mere form
It’s likely you’ve already noticed the undeniable style of Rose and Locket, but if we haven’t made it clear enough, allow us to dedicate a section to its art design, which stands out as one of the most extraordinary aspects of our experience with the demo.
When we say that art doesn’t need words to communicate, it’s not just a figure of speech. The results achieved by the developers in terms of art and effects are simply magnificent. They convey emotions through colors, with subtle yet profound shifts that reflect Rose’s moods—her sadness, melancholy, pain, and fear, as well as her determination, resilience, and fervor, all punctuated by the rhythmic patter of rain on her boots.
The art evolves and continuously transforms, expressing genuine emotions and coming to life as the player explores the world. Much like a child turning the pages of an illustrated book with fascination, the initially monochrome palette gradually animates the game’s elements: the ruins, the skulls, the gravestones, and even Rose’s weapon, which glows with a dazzling brilliance as if freshly forged by a blacksmith.
The art in Rose and Locket transcends mere backdrop to become an essential narrative device. The transition from black-and-white to vibrant color serves a dual purpose. On one hand, it is a profoundly expressive medium, vividly capturing the game’s emotional depth. On the other, it acts as a purposeful guide for players.
The monochromatic segments are deliberately crafted to ease players into the game, teaching the basics of movement and combat with an added sense of urgency. It feels as though the game is subtly encouraging us to quickly adapt, as the introduction of color not only enriches the visual experience but also signifies an escalation in difficulty. Regardless of the developers’ exact intentions, the result is a visually captivating and emotionally impactful experience, highlighted by a striking transition from a rigid monochrome palette to a vibrant spectrum of colors.
Lastly, we must commend the masterful execution of the brief animations that frame key encounters, such as mid-boss and boss fights. These sequences not only evoke the aesthetic of comic books in their style and artistry but also clearly draw inspiration from the unique visual language of Genndy Tartakovsky, particularly seen in Samurai Jack and Primal. This influence permeates the entire artistic design of Rose and Locket, giving it an identity that feels both familiar and yet strikingly distinctive and captivating.
Show no mercy, Rose, if you hope to see your daughter again
Now that we’ve thoroughly explored the narrative and artistic components, it’s time to delve into one of the core strengths of Whistling Wizard’s creation: the gameplay.
As we mentioned earlier, following the brief introductory cutscenes that offer a glimpse into Rose’s fears, struggles, and inner turmoil, players are swiftly thrust into a short tutorial. This section is designed to help players grasp and master the game’s core features: movement mechanics, platforming, and combat. These elements are introduced through visually appealing, flashing graphics—still in the signature black-and-white style—that seamlessly integrate into the environment.
Right from the start, the game introduces three crucial symbols displayed in the upper left corner of the screen: a heart-shaped health indicator, our primary weapon—a basic semi-automatic revolver—and a secondary weapon, a rechargeable bomb that can clear barriers and obstacles, as well as serve as a valuable asset in combat.
The demo lasts approximately 15-20 minutes, or up to 30 minutes if you take time to admire the game’s world or struggle with the final boss. The explorable section is divided into two distinct areas: the eerie, tomb-like realm of Envy and the blazing, fiery domain of Wrath, where Rose must claim her first bounty.
While the tutorial officially ends after the initial section, the first area effectively serves as an extended tutorial. It allows players to sharpen their skills, master platforming mechanics, and face the first real enemies, including a notable mid-boss known as Totem Head. This area is pivotal—not only because it grants players a unique weapon crucial for the final boss fight, but also because it introduces them to the sinister voice of their primary ally and business partner, the ruthless Envy, who remains hidden from sight.
From the very beginning, the demo impresses with its solid, entertaining, and engaging experience. It showcases Whistling Wizard’s excellent work in crafting and characterizing the game’s world. The level design is outstanding, and the combat encounters offer a well-balanced challenge with a good density of enemies, making the combat system an adrenaline-pumping, action-packed, and demanding experience—without ever crossing into frustration. The enemy design is equally impressive, both in aesthetics and animations, complemented by charming onomatopoeic sounds that accompany Rose as she smashes through walls, barriers, and other environmental obstacles, or obliterates her foes into countless pieces.
However, if you think the challenge is mild, you’re in for a rude awakening. Brace yourself for the infernal domain of Wrath, where you’ll confront its formidable fortress and its fearsome legions of voracious monsters. Here, you’ll face true terror and come to fully understand what it means to stand before Wrath himself.
Within the Realm of Wrath
Before we delve into the second part of the demo, let us highlight another particularly intriguing detail that we’d like to bring to your attention. Although Rose and Locket adheres to the classic run ‘n’ gun gameplay formula, it’s far more than just running, shooting, defeating enemies, and progressing to the next area.
The game places considerable emphasis, alongside its narrative, on the role of dialogue and verbal interactions between the protagonist and other characters. This might seem like a standard feature in many games, but it’s quite unique in Rose and Locket. In this solitary adventure, the protagonist’s only ally—aside from the antagonist who has imprisoned her daughter for eternity—is a silver locket. Remarkably, this locket retains the vibrant personality of the child, who persistently seeks interaction with Rose, whether to offer guidance or simply to converse with her loving mother.
But that’s not all. Even the bosses, despite their hatred and desire to see you defeated, will continuously attempt to engage you verbally. They might taunt you with threats or belittle your gunslinging skills. This feature adds a layer of depth to the experience, even during quieter moments—though the demo maintains a relentless pace. It keeps players fully engaged, ensuring they don’t miss intriguing narrative insights and the evolving connections between Rose and the other characters.
This is what we encountered when facing Wrath, the formidable boss of the demo. As we mentioned, reaching him is far from a walk in the park. You’ll need to navigate a colossal fortress defended by swarms of ravenous crawling worms and menacing flying Totem Heads guarding the entrance to his stronghold. At this point, you’ll be pushed to your limits in exhilarating sequences that blend frantic combat with precise platforming, demanding both sharp reflexes and strategic thinking to dodge enemy attacks.
Once you’ve overcome these challenges and reached the ominous entrance, Wrath awaits with a few intimidating words before granting you access to his domain. If you haven’t figured it out yet, Wrath is quite the talker and won’t hesitate to engage you verbally, trying to distract you from your goal. This part of the demo not only reinforces the central role of dialogue in both gameplay and narrative, as we previously mentioned, but also showcases the impressive design of Wrath’s domain.
Upon crossing the threshold, we immediately sensed something exceptional about Wrath. And no, we’re not referring to his gunslinger hat or the incredible speed with which he hurls bullets at us, but rather to the remarkable design of the boss fight. The encounter is divided into four distinct phases that repeat in sequence: first, you’ll engage in a gunfight; second, he’ll attack with both gunfire and thrown tombs; third, he’ll retreat into the shadows, forcing you to focus solely on dodging; and finally, he’ll unleash flying skulls in a confined area, challenging you to both dodge and shoot simultaneously. These phases will cycle continuously until you either defeat him or he overwhelms you.
Defeating Wrath grants you a unique cutscene and allows you to claim his bounty to deliver to Envy, concluding the demo.
This boss fight showcases the developers’ exceptional attention to detail in the combat system, providing an encounter that is not only thrilling and demanding but also exceptionally dynamic. We hope that this same level of craftsmanship will be applied to the boss encounters in the full game.
Final Thoughts
While we typically avoid jumping the gun, we’re making an exception this time: Whistling Wizard has delivered an outstanding demo, one of the most impressive we’ve experienced in a long time.
It’s quite a feat to find anything truly lacking or overlooked, thanks to the exceptional work by Roger and Ryan. If we must nitpick, the only minor drawback is that the demo needs to be completed in one go—exit before finishing, and you’ll need to start from the beginning. However, given the demo’s concise length, this decision doesn’t significantly impact the overall experience.
Two standout features deserve special mention: the game’s top-notch sound design, including the delightful tracks that make up the demo’s OST, and the commendable inclusion of voice acting, which adds a rich layer to the audio experience.
Of course, it’s early days to make a full assessment of Whistling Wizard’s creation, but the early signs are extremely promising. If the final game meets these early expectations, we’re confident it will provide a high-quality experience.
Rose and Locket is planned for release soon on PC via Steam. Stay tuned for further updates, and make sure to follow Whistling Wizard’s X account for the latest news and developments.
That’s all for now. See you in the Underwest!
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