
“When Air goes mad, it hallucinates righteousness while severing itself from reality. When Earth forgets her roots, she builds castles of plastic over ancestral graves. And when Water is weaponized by shadow Fire, we get games like this.”
Welcome to RElooted, a game that manages to be simultaneously Air-heavy (ideology), Water-confused (identity), Fire-misdirected (rage without clarity), and Earth-ignorant (total disconnection from the soil, the sacred, and the sane). It’s the kind of project you’d expect to be dreamt up not in Africa, but in the climate-controlled conference room of a guilt-stricken Western NGO, where the kombucha flows and the spiritual bankruptcy runs deep.
Plot Summary (or, The Gospel According to Clown World)
In the spirit of Air’s most chaotic delusions, you play as Nomali—whose greatest act of justice is not building, planting, or healing—but re-stealing cultural artifacts from Western museums in a futurist fantasy where international diplomacy has failed. Apparently, the only remaining form of “decolonial praxis” is parkour.
Yes, you read that correctly. The artifacts must be yoinked from their “resting places,” Indiana Jones-style, not because you want to preserve their sacred power, but because your little brother pissed someone off and now grandma’s your getaway driver.
It’s like Ocean’s Eleven met Black Panther in a Woke Ad Agency storyboard session, and they accidentally spilled a bucket of Air-element ideology over the hard drive.
Let’s Break This Down, Elementally
AIR (Mind, Ideology, Logic)
Shadow Air dominates this entire game concept. It’s all rhetoric, no reason.
“Reclaim artifacts” by… stealing them again? From where? From climate-controlled vaults that preserved them through a century of global war, famine, and political collapse? Ah yes, it’s perfectly rational to believe that sacred ancestral items are best handled by… a grandma who can hotwire a van.
No discussion of what comes after the heist. Where do these 70 real-life sacred artifacts go? To whom? Will they be displayed in the Johannesburg hideout between AI vending machines and Wakanda dream boards?
Shadow Air thrives when it creates myths detached from Earth. This is peak simulation: the ritual of justice performed in the void of actual context.
FIRE (Will, Rage, Power)
There’s Fire here, but it’s undirected, adolescent, and performative. A tantrum with good parkour.
What could be a mature reclaiming of stolen heritage has been rebranded into a dopamine-fueled digital revenge fantasy. Rage becomes entertainment. Justice becomes style. “Reclaiming the sacred” becomes a race against a timer while grandma does donuts in the parking lot.
This isn’t fire as transformation. It’s fire as YouTube edit, complete with synth music and a HUD display. Burn it all down—but make it cinematic!
WATER (Soul, Emotion, Connection)
This game drips with emotional manipulation masquerading as cultural pride. The wounds of colonialism are real. The theft of cultural treasures is real. But what does it say when the most visible expression of this pain is a heist sim marketed to the same tech-industrial pipeline that built the West?
This is not Water’s deep, reverent mourning of ancestral violation. It’s the monetization of that grief for giggles and downloads. Ancestral pain commodified into level design.
Water has been hijacked here—not for healing, but for spectacle.
EARTH (Form, Reality, Roots)
Ironically, Earth—the very element this game pretends to honor—is the one most insulted. Earth is place, ancestral connection, sacred continuity.
But nothing in this game touches the soil. The artifacts are not reburied, not honored in ritual, not returned to tribal custodians. They are swiped and stored like NFTs in a futuristic loot cave. Earth is reduced to data points, settings, and shiny graphics.
You want to “honor Africa”? Try planting seeds, building homes, restoring languages, healing bodies, forging trade routes, lifting water. That’s Earth. That’s real.
Final Verdict: Clown Energy, Shadow All Around
RElooted is the elemental version of clapping with one hand. A fantasy of redemption that ultimately mimics the very extractive, juvenile, and soulless mindset it claims to oppose. A game about fighting colonial theft by turning sacred things into a game.
It’s as if the developers looked at centuries of spiritual, cultural, and territorial displacement—and said, “You know what this needs? More cutscenes!”
Suggested Sequel Titles:
- “DEcolonize & Dash: Grandma’s Revenge”
- “Parkour for the Ancestors™”
- “Loot Box of the Nile”
- “Artifact Auto: Johannesburg Drift”
The Elemental Reality Check
If you’re going to tell a story of return, tell it with sacred gravity. If you’re going to touch the relics of the ancestors, do so with ritual and tears, not timers and tutorials. If you’re going to play with the soul of Africa, at least take your shoes off.
Or better yet—log off, go outside, touch the Earth, and start something real.






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