Freeride Review – ‘Coz you’ve got (personality)

Reviewed May 2, 2025 on PC

Platform:

PC

Released:

May 1, 2025

Publishers:

Future Friends Games, Flightyfelon Games Inc.

Developer:

Flightyfelon Games Inc.

Personality tests are fun. They just are. There’s the Myers-Briggs, Enneagram, Rice Purity, and even the Dungeons & Dragons alignment chart can be one. So, what better way to disguise a personality test than as an Action RPG? Introducing Freeride, developed by Flightyfelon Games and published by Future Friends Games.

You play as Proto, who is waiting for a train, until they’re accosted by Lepida, the conductor. She provides you with telekinesis powers, useful in what might be the demise of the spirit world. And here you thought it was just another quiz! Will Freeride allow us to see our true selves? Or have we joined a cult of personality?

Freeride, while primarily a personality test, still has to entertain you somehow. Thus, making a game for it serves as an interesting experiment, so to speak. At the end of each act (bar act four), a character known as the Seer shows up to throw a little bit of shade due to your actions. We learn that not only will she reveal your conscious choices, the ones you knowingly make, but the subconscious habits, too. It’s rare, at least in my view, to see games do this, as ‘choices matter’ type games often show the players their overt choices; choosing to save character A over character B, as an example. But you rarely see games that tell you, “You hovered over option B, but then chose A, interesting.”

The Seer will also let you know that you won’t be able to see everything, and worse yet, you won’t be able to save everyone. Luckily, the game is short. Along with a ton of snarky remarks, that, while initially confusing, once you’ve played through it multiple times, you’ll come to understand. The personality quiz wrapped in a video game is a neat concept. Because this does feel like a game where your choices really do matter. Especially in getting an idea of who you are. Though, to give a word of advice: Do not overthink every action, and play how you’d play it. If you want to be a pacifist? Be a pacifist. You want to go nuclear? Go nuclear. Though keep in mind, as the Seer says, even refusing to act is still a choice.

While playing through Freeride, you make the choices as Proto. Though, unlike some psychological horror games, the Seer will mention Proto, and not you, the player. This allows you to act as Proto, which makes sense, as you’re only given three options when replying to characters: An affirmative statement, a negative statement or a neutral statement (in the form of ellipses). Proto meets Lepida, the conductor of the Fate Train Express, who takes us on an adventure through the spirit world. Yes, you’re dead. How? Why? It’s not explained, which is okay, as the reason for Proto’s death isn’t important. In fact, it doesn’t matter how anyone else died, either, really.

On the train and throughout the game, we meet a unique cast of characters, who all seem to have some level of anthropomorphism, from humans with rabbit-like ears, to full-on birds. Each character has their own unfinished business, and you can help them with it, or other small personal quests. We’re given telekinetic powers that Proto uses to give gifts, solve a puzzle or fight. There is a physics-based element to it, which can be awfully finicky, but it does get easier to control. Bonus is that the controls are always displayed too. There aren’t any accessibility options, which is a shame. Seeing the ability to re-map controls or even having the option to use a dyslexic font would be great additions.

“..even refusing to act is still a choice…”

Throughout Proto’s adventures, weird static will disrupt the areas you visit. With your new powers, you need to help solve this issue. While yes, ultimately it is a personality test, the plot of the whole game will suck you in, as you try and investigate the weird static, as well as what happened to Lepida. The writing will also suck you in, as each character has their own unique voice too. Freeride does manage to tug at your heartstrings. Moments where characters are dealing with heartbreak and rejection that is so human, and something most of us can relate to. But there are also some genuine laugh-out-loud moments, too; such as Karen the dolphin (yes, haircut and all), and Crad, the crab, who has a surfer-like personality.

Freeride also manages to pack a decent number of references, too. Zoomies Enegery Drink, instead of Monster Energy Drink. Portraits of Papyrus from Undertale, Frog Detective from… Frog Detective, and the Knight from Hollow Knight. In the very same area, there’s a playable DDR machine too. Also spotted are the bags of milk, indicating that the dev team are Canadian. It’s awesome to see love given to other video game characters, especially ones where the game itself has gotten inspiration from.

Most notable is how vivid the visuals are. The outline of objects and characters has this almost crayon or graphite texture to it. It stands out, both literally, in that it is an outline, but also figuratively, as the outline gives off its own style. The characters have a speech bubble above their heads, including a 2D image of the emotion they’re feeling at that time, too.

The music of Freeride sounds whimsical, almost like it’s straight out of a Studio Ghibli film. Characters aren’t voiced, as they all (bar Proto) speak in a series of beeps in differing tones, like Animalese of Animal Crossing. It stylises the characters and makes them all unique, even the side characters you’ll only speak to once. One of the interesting things about the audio is that when you’re on the train, the music speeds up when going left, or slows down when going right. Something small, but the attention to detail is neat!

So, the question is, does this work as a personality quiz and a game? Honestly, yes. The only time the game reminds players that it’s a personality quiz is at the end of each arc. The game itself and its plot are satisfying regardless of the goal at the end of it. The tracked subconscious habits are interesting due to what they track. To spoil at least one of them, the Seer will comment on how many times you reloaded. The only issue with this is if you encounter a bug, or you might lose an important item… you’ll have to reload a save. While it makes sense in the case of rewriting a choice, if it’s to avoid a bug, it can annoyingly change your results.

Did I learn anything new about myself while playing? Not entirely, no. The game told me I’m quite curious, very open, slightly assertive, but overall kind. As far as first runs go, that’s not bad. And from those four adjectives, Freeride tells me I am a “Lord”. While I’ve always seen myself as curious, or open, to see it read plainly in a video game does make it feel distinct. That this gameplay, or the way the game is played, is something that can’t be replicated. And that’s something special.

8

Great

Positive:

  • Visuals are distinct and colourful
  • Characters are all unique
  • Writing will suck you into the world
  • Choices genuinely do matter

Negative:

  • Telekentic powers can be finnicky

Freeride is an interesting mishmash of RPG and personality test, that does work in the end. The characters are all believable and have stories that feel authentically human. Your choices have an impact on the game itself; sure, you might not be able to see the lasting effects of the choices you make, but they will impact what the game sees of you. The telekinetic powers you’re given early into the game can be tricky to master due to the physics-based mechanics, but the game itself is visually appealing, and the music feels like players have stepped into a Studio Ghibli film. Based on this effort, it’s exciting to see what Flightyfelon Games cooks up next.