SPOILERS AHEAD! bylo uyutno s chetyriokhrukoi tiotei posidet posmotret koncert na malenkom televizore poka ona s bankoi sguschonki v rukah s entuziazmom bazarit o tom kakoi sib pank dushevniy kak ona yevo liubit
Every interaction in this game is driven from active attention to the conversation, locations, and themes discussed. The ability to prompt characters for information provides quite a bit of world building, makes it feel natural, and it's superior to hosting all dialogue to preselected options, since you only get what you care about or are attentive enough to pick up. It's engaging, and it makes conversations feel active. Every character (that you can ask questions to so far) is fleshed out, and it's rewarding to talk to them. It's also reflected in the ability to ask characters about items. There isn't any filler text, and hearing Greaser's sarcastic reply to being asked about her own note shows that no line in this game is thoughtless. At no point did I find myself spamming "next line" or rushing through a conversation. I can't wait to see more of the characters and the world they're in, and am very much looking forward to the next installation.
Absolutely incredible -- loved all of the time I spent in this world and talking to the inhumans. I never ran into the duo with the P90 in the screenshot on the page, I'm assuming they may have shown up if my choices were a little different, though I did see them on the screen in the control room after saving Phalanx. I did encounter a bug once that I had trouble replicating during the defense of the bunker after saving Phalanx -- I pulled a magazine out to clear a jam and a magazine showed up in its place without my input.
I really want to know more, What was Teacher's plan? What's going on with Adjutant at the end (of the demo), more "nightmares"? Will Phalanx live for longer than the month it has? What did Dentist do to Cypher? What is up with the witches outside of the bunker? If/When an Apocalypse Soldier comes, what will we even be able to do to stop it?
This has its hooks in me and I don't think it will ever let go. I really hope to see more.
Thanks for the interest. Meeting the duo requires ignoring your duties for multiple days, then they'll come for a visit. The ghost magazine bug is fixed in the new version, it was reported before but I couldn't catch until learning how specifically it occured. And everything will be revealed in time as the chapters continue.
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SPOILERS AHEAD!
bylo uyutno s chetyriokhrukoi tiotei posidet posmotret koncert na malenkom televizore poka ona s bankoi sguschonki v rukah s entuziazmom bazarit o tom kakoi sib pank dushevniy kak ona yevo liubit
Every interaction in this game is driven from active attention to the conversation, locations, and themes discussed. The ability to prompt characters for information provides quite a bit of world building, makes it feel natural, and it's superior to hosting all dialogue to preselected options, since you only get what you care about or are attentive enough to pick up. It's engaging, and it makes conversations feel active. Every character (that you can ask questions to so far) is fleshed out, and it's rewarding to talk to them. It's also reflected in the ability to ask characters about items. There isn't any filler text, and hearing Greaser's sarcastic reply to being asked about her own note shows that no line in this game is thoughtless. At no point did I find myself spamming "next line" or rushing through a conversation. I can't wait to see more of the characters and the world they're in, and am very much looking forward to the next installation.
Absolutely incredible -- loved all of the time I spent in this world and talking to the inhumans. I never ran into the duo with the P90 in the screenshot on the page, I'm assuming they may have shown up if my choices were a little different, though I did see them on the screen in the control room after saving Phalanx. I did encounter a bug once that I had trouble replicating during the defense of the bunker after saving Phalanx -- I pulled a magazine out to clear a jam and a magazine showed up in its place without my input.
I really want to know more, What was Teacher's plan? What's going on with Adjutant at the end (of the demo), more "nightmares"? Will Phalanx live for longer than the month it has? What did Dentist do to Cypher? What is up with the witches outside of the bunker? If/When an Apocalypse Soldier comes, what will we even be able to do to stop it?
This has its hooks in me and I don't think it will ever let go. I really hope to see more.
Thanks for the interest. Meeting the duo requires ignoring your duties for multiple days, then they'll come for a visit. The ghost magazine bug is fixed in the new version, it was reported before but I couldn't catch until learning how specifically it occured. And everything will be revealed in time as the chapters continue.