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Showing results for tags 'Indie'.
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Moonlighter is a game about running a shop by day, and adventuring at night. That is the most basic way of explaining it without getting too complicated. You want to know more about it than that, so here goes, Moonlighter is viewed top down and is split into a few parts. There's a bit where you manage a shop and a bit where you go out adventuring to stock the shop with items to sell.. Lets get the fighting bit out the way first. There are 4 (maybe 5) dungeons in the game that work off tile sets and are randomly generated each time you enter them. You know the deal. The fighting is not complicated, there's a few weapons that you can equip, 2 at a time, and then go hit or shoot stuff. You can heal yourself if you have potions, as well as use and evasive roll which has a very large invincibility period. Killing enemies or opening chests in the dungeon has loot in them, or artefacts as the game calls them. It's these artefacts you sell in your shop. Except it's not as easy as that, because of course it never is. Item inventory plays a big part in this. Remember all those times you spent moving stuff about in Resi 4 trying to get everything packed in? Well, it's the same here, except it's got a different spin. Items from chests sometimes have requirements on them. They either have to be kept in the left or right of your bag, or the top or bottom. Now this doesn't sound too bad, but there's other items with arrows on them. You have to read the banner on these items, because it all comes into how you pack your bag. Some of them immediately destroy items if the arrow is facing towards and item, some items break an item they're pointing to when you teleport back to town, other can break if you take too many hits, there's an item that changes whatever is pointed at to the item it is so you can transmog a bit of junk into something nice and finally one where the arrowed item sends something home to your box back in the shop. Dungeons are split into 4 floors, with a boss on the fourth floor. They gradually get harder as you plunge the depths. You have a pendant that can teleport you back to the shop, however the deeper you go the more gold it costs to send you home. If you are caught short on gold you can also sell items to a mirror which you find when you go down a floor. You get a percentage of whatever the item you put ins worth. There's also another item called the catalyst which allows you to put a gate down and return to the point you're at for 2000 gold each time, although I'm sure this will go up as you get further into the game. This is a one use only, you have to pay each time, but I can imagine once you're rolling in it plopping it outside the boss door will be the smart thing to do. I think the biggest pain in the arse here is selling stuff to the mirror, instead of assigning it a button so you can send shit right to the mirror you have to directly drop the item in and it sort of feels like it was done with a mouse in mind and not a controller. It's easily patchable, whether they'll do that is another question entirely. If you do not survive the dungeon and your HP reaches zero, it spits you out. Any items in your bag are lost for good. However, items on the top line of the inventory are kept, so if there's something really important you need you can bring it out with you no matter what. When you're in town you have a shop where you can put the items on a table and open the doors. People come in and depending on how you've priced stuff will take of leave it. Occasionally you'll get a rich person come in that will buy inflated prices. More likely you'll get shoplifters who you have to apprehend once they've picked something up and tried to do a runner. If they get out the door your items are lost. What to do with the gold you earn from all this? There's a blacksmith, a enchanter, a trader, a decorator and a banker you can spend gold on to bring into your town. These all use gold and items found in the dungeons to craft and upgrade weapons and armour, as well as enchanting them. The trader can get you items at an inflated price if you can't find them yourself, and the decorator allows you to put RPG like buffs on your shop, such and making people move faster or tip more. The shop itself is also upgradable. You start off with a chest and a table with a bed to sleep in. As you progress you get more storage, bargain bins as well as more places to put decorative items that later the way your customers act. The bed gives you a set amount of HP above your standard health, I think it's bugged because it specifically says you get the buff after sleeping in the bed but you get it whenever you return from a dive. There's also cash registers that add tips to the base cost of an item which help mark up those items you cannot sell for a lot. There's other stuff in here as well, stuff like supply and demand also rear their heads, if you flood the market with a certain item people will refuse to buy it at a regular price. I think that's about it. In a way it reminds me of Rogue Legacy or The Swindle in that although you can die and lose your stuff, there's a part of the game where everything is still set in stone and is safe as long as you've banked it. Although I've not actually seen the boss of the first world I'm not that far off it, depending on how hard it is I'll have probably beaten it the next time I play. I'm wearing the thickest armour I can, I'm wielding the toughest weapons I can craft, it's just a case of getting to the fourth floor and giving it a hiding so I can get to the next dungeon and repeat until the end. This game isn't for everyone, but there's a select few here that would be all over it. It's also the type of game I reckon would play well on Switch.
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I bought this ages ago but have only just started playing it. It's a pretty good action RPG - my only memories of Wonderboy (bar Jack Black and KG) are from the simplistic original platformer and one on the Master System that I didn't like because it had stats and shit (like this, really). I think it might have been Dragon's Trap. Oh well, will have to hunt it down. Anyway this is a great little game, it's quite frustrating in places - as soon as you die you go straight back to the title screen, and saving costs you money so it can get quite tough. So far I'm enjoying it and it's something a bit different so I'd recommend it. Here's a bit of gameplay footage to watch.
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Started this earlier on the Switch. Played the opening 20 minutes or so. The game reviewed well when it came out last year and the comparisons to Studio Ghibli were enough to convince me to buy it. The game is basically a side-scrolling adventure in a Ghibli-esque world, or something out of an Enid Blyton story. The setting seems to be a world where forgotten things go, most of the characters in the game seem to be objects and household items, things like that, but you play as a girl. There’s also an older man who is trying to develop a way to get back to the real world. From what I gathered. The game looks beautiful and the opening is very cinematic.
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Steam tells me I've put 9 hours into this, so I think I can put some thoughts down. It's an RPG tower defense hybrid. Collect character classes through the story and put them down as you would towers on the battlefield. They don't move but have different abilities and stats. You have your short range, long range, healer and slow-shit-down classes just like any normal RPG or indeed tower defense. So it's a bit weird that I haven't across something as overtly a hybrid as this before. You level up your characters as you go and although you're only given one of each through the story, you can buy more in the shops. It makes sense to have at least 2 of everything, at some point 3 of everything might be wise. You also buy new weapons and armour from the shops although the stats are ultra simplistic as nothing has a downside - you can clearly see if that new piece of shiny is better, worse or the same as your current build, which is brilliant for ignorant fools like myself. The gameplay itself is really fun but it's not gonna win over anyone that doesn't like tower defense as the core gameplay really is just that, just with levelling up on top of it. The story is very RPG though and is pretty much pants. The writing is pretty shoddy and the cut scenes are just un-animated stills that change occasionally. I think it normally goes for a tenner which is a bit much considering how "homegrown" it is but there is a lot of a game there.
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I've seen this game around quite a bit but not paid too much attention to it, but the creator started a thread on Gaf the other day detailing how it had sold. If I remember right the pc/mac version hadn't sold much at all, the ios a bit, Android a decent amount because it had been featured in the Staff Picks section, but the platform it had sold best on was the 3DS. Again it had been featured, still is under Winter Picks (or something like that), but the key thing for me is that it's only £1.99 It plays a bit like a not as hard Megaman, not that it's easy, just that it's not as hard as Megaman. You can jump and you can shoot, you can't shoot up, you can't shoot diagonally, but you can duck. The stages are pretty short, you're scored based on how quick you do them, and at the end of a set of stages there's a boss fight. The boos fights might be my favourite thing about the game, they aren't massively hard, it just takes a bit of old fashioned skill and patience to beat them. It does suffer the way Megaman did in that it's ever so slightly unfair. There's plenty of times where you'll jump, which will make the screen scroll forward, spawning an enemy to fire or fly at you and knock you to your death. You have unlimited lives though, it's just a case of starting from a checkpoint (more often than not the start of the stage). It's not very long, but apparently the 3DS version has extra stuff. It does look pretty nice, the 3D isn't too intrusive, and it is pretty cheap compared to most stuff on the 3DS
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http://www.abzugame.com/ Anyway ABZÛ is an underwater adventure from the art director of Journey. I don't normally create threads for games after I've finished them, but ABZÛ is only two hours so it's kind of unavoidable. I haven't played Journey so I have no idea how similar it is to that, but in terms of "how much of a walking/swimming simulator" is it, I would say the game is pretty similar to Firewatch (and similar in terms of value for money, as impressive as both games are I'm still glad I bought them on sale and not full price). Essentially in the game you swim through a series of rooms and corridors. There are collectibles to find and light gameplay elements to the game but really they are a negligible part of the experience. Occasionally the game has on rails sections where you are swept along with the current (or the game simply takes control away from you) and these are very impressive. In general, the entire game is impressive, and enjoyable to play. The music is beautiful, one of the best game soundtracks I've ever heard. Like I said in my Steam review, of the four indie games I've completed this year (ABZÛ, Firewatch, Hyper Light Drifter and Oxenfree), ABZÛ would be my favourite. One of the reasons I like it is that it reminded me of the underwater levels in Spyro (and the ambient music reminded me of Spyro). Another reason is that it is an uplifting game, which is pretty rare. I think this would be a good game for parents to play with their children. I give it 8/10.
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Gorogoa is a hand drown indie puzzle game that has been in development for years and years and was finally released today. It's gotten some very good reviews. Basically the game involves you interacting with pictures and moving them around in order to cause something to happen or open a way forward etc. It starts off easily enough but soon gets devilish. I've played it for an hour but am well stumped on Chapter 3 so I've taken a break, but I won't give up... Lovely game so far.
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Rakuen is a lovely new adventure game that first caught my eye when I was trawling through Steam's upcoming list months if not a year or two ago. It didn't seemed to have any hype whatsoever but it has just been released to some excellent reviews. I've played two hours and it's excellent. You play as a hospitalised boy who can also travel to the fanastical world of "Rakuen". The two worlds are of course connected. From what I've played it's an rpg maker adventure game that actually reminds me a little in tone of Zelda Breath of the Wild, and also Undertale. I don't want to spoil anything about the game but so far it's easily been worth the €9.99.
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I've played over an hour of this now in about three 20 minute bursts. I like it but it is very different to Transistor (and the early parts of Bastion that I played). The game is part visual novel, part rpg. It's not as text heavy as a game like Sunless Sea (nor remotely as free-form), but the story is told through text like in the second picture above. Pyre is not remotely an action game. It's been described as a sports game in some reviews, but I think that's a bit laughably over the top. The "combat", known as Rites, does resemble a sport in that you have to take a ball and carry it into your opponents "pyre"...but I think this is the one element of the game that does resemble Transistor to some extent. Actually now that I'm typing this maybe it is closer to basketball than Transistor but anyway, I'm not going to call it a "sports" game just yet. During the basketball match (I've given up) you can perform actions like sprinting, jumping, passing and even throwing the ball into the enemy's pyre (oh my god it's basketball). If you don't have the ball you can cast your aura, i.e. attack an enemy. Each team has three characters and you can only control one character at a time. If a character is attacked they are banished for a certain period of time. Each individual character has stats that govern how much damage they do to an enemy pyre, how long they are banished for etc. Each character also has a skill tree and you can pick new abilities when they level up, and each character can also equip one "talisman" that has some kind of stat boosting effect. Those are the rpg elements. The visual novel elements are basically everything else. You move from point to point on the map (so far the game has been almost entirely linear) and this will usually trigger some kind of story event or conversation among your party that is told through text. In one hour I haven't experience much of the story but basically your characters are exiled in some kind of wasteland, and completing this rites ceremony seems to be some way to obtain freedom for them. There is no full voice acting (the characters make a few squables when they speak a la Zelda) except for the character who seems to control the rites, I don't know what it is but his voice seems to remind me of movies like Tron and Logan's Run. So far, it's an intriguing game, and you definitely can't accuse Supergiant of retreading old ground. Artistically, in terms of visuals and music, it's too early to comment but the signs are that this will match their earlier games.
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Where The Water Tastes Like Wine is a game where (the water tastes like wine) you wander around America during the Great Depression. You literally walk around a 3D map of America, from state to state and city to city. The actual walking is the weakest element of the game, with this bizarre mechanic where if you hold down the left control button and tap musical notes as they pop up on screen using the four directional buttons, while continuing to use WASD to move, your character will walk faster. It's as clunky as it sounds and I can't imagine why they chose to implement it this way, but anyway... I've played enough indie games to forgive some minor clunkiness. Your character can also hitch a ride from cars that are travelling along the roads. But that's not what the game is about. The game is about collecting stories and sharing stories. By interacting with various places as you walk around the map you will collect new stories or enhance stories you have already collected. The highlight of the game is the characters you meet at various campsites, who ask you to tell them various stories (i.e. a happy story, an exciting story, a sad story). These characters are beautifully illustrated and voice acted, and have stories of their own that they will share with you. After you talk to them they will show you the next location where they are headed. So far I've found it very enjoyable, and it's a game that can easily be played in short bursts.
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Battle Brothers is a turn-based strategy-rpg that spent a while in Early Access and was released on PC last year. I've been playing on the default easy difficulty, which is an enjoyable enough challenge that I don't feel like immediately starting over on Normal. Essentially in the game there are the combat parts and the non-combat parts (a bit like Total War...the overworld map also reminds me of Total War, although the similarities probably end there). Combat is tile based, turn based, and plays fairly similarly to any number of srpgs, with different weapon types, abilities and other factors like height advantage etc. Characters that die are permanently dead. Characters can also be injured, which depending on the injury will have various negative effects. You take (and deal) two types of damage, armour damage and health damage. The overworld map, considerably zoomed out, looks like this: Zoomed in a bit more it looks like this: So essentially you hire mercenaries to fight. Mercenaries have food and gold requirements. Food can be bought at towns and gold can be obtained by completing quests or selling items. The game has a day night cycle and this affects a lot of things (i.e. your mercenaries wages are deducted once a day, injuries take so many days to heal, equipment takes a certain amount of time to be repaired etc). There are scenarios in the game that I assume have a story but I'm just playing a general campaign. Quests so far have been either of the combat or non-combat variety. Quest that involve battles are usually nearby the towns that give them, whereas quests that involve accompanying trade caravans can mean travelling long distances. The game has a quite nice graphical style. The music is pretty forgettable and low key so it's one to listen to your cd collection while playing, which I don't mind. There's more to the game than I've mentioned, but that's the basic gist of it.
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VA-11 Hall-A (a.k.a. Valhalla) is a cyberpunk visual novel/lite bartender simulator, released in June 2016. The bartending element is fun and simple. Characters will occasionally ask for drinks, sometimes they will tell you directly what they want, sometimes just what kind of drink they want, and you have to choose the right drink and prepare it correctly. It's not complicated and in the two hours I've played I've yet to make a mistake. If only another game I've been playing was as sensibly designed as this... I thought the game had been kickstarted but googling it shows I was wrong. The wikipedia page has a lot of background information on the game. I can see references to things like Policenauts and Blade Runner and Valhalla is definitely in that vein. The characters that come to the bar have been interesting and it seems like the game is going to have a lot of recurring characters which is cool. Aesthetically, the game looks lovely, not least the title screen which has a kind of PS1-era feeling. In fact it might just be me but the game kind of screams PS1-era Final Fantasy... Before each day of work you can set the music in the jukebox, and once you are playing you can just sit back and listen, or switch between songs as you like. The game has other neat small touches like the fact that you can change the channel on the tv. Also, I liked the reference to Stein's Gate.
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Crossing Souls is an indie adventure game made in Spain that was kickstarted way back in December 2014. I’ve played about an hour of it so far. The game has a heavy 80s kids-on-an-adventure film feeling, so I think a lot of you would like it. In fact so far it has felt like I’m playing through a film, which is cool. The lovely music helps. You play as a gang of five kids on their summer holidays (in 1986 to be precise). Each kid has unique abilities and you can switch between them on the fly. You start off with just one member of the gang but quickly round up rest as you move through town on your way to meet the final fifth member in the gang’s secret treehouse, which is as far as I’ve played.
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I've almost put five hours into this weird and wonderful indie game, so it's about time I made a thread. LISA was kickstarted way back in December 2013, and released on Steam in December 2014. I've just seen that there is a conclusion DLC to the story called LISA The Joyful which was released in August 2015. LISA is a very dark game, full of blood, corpses and depravity. Essentially, you are travelling through a post-apocalyptic wasteland in search of your daughter. The game is a side-scrolling 2D rpg, with some light platforming elements. The game has a Mario type colour palette and presentation, although the similarities end there! Progress is mostly linear but there are times where there is more than one area that you can explore at once, it's definitely a game that rewards exploration. And it would appear to be a very big game. It costs €10 at full price, I paid €3 and like I said I've already played for five hours and I suspect the full length is at least three times that. The strength of the game is that it's just so interesting and engaging. Exploration, combat, everything is snappy and smooth so you are always moving forward and there's always something interesting around the corner. Combat follows the Dragon Quest/Mother style of you pick your party members' moves first and then watch the turn play out. There are a lot of characters in the game world that you can recruit to join your party. The graphical style may be simple but it looks lovely, and yet again it's another indie game with a wonderful soundtrack.
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I've tried explaining this to a couple of gamers and they don't seem to get why it's such a good idea for a game. You are passport control for an 80s Soviet country that has only just opened its borders after years of being closed. You have to check their passports, and eventually work permits, ID cards, travel passes for any discrepancies before letting them through or turning them away. Letting someone through who should fail gives you a penalty, too many of these and your wages get docks, but not letting someone through who should be allowed also results in a penalty. At the end of the day your wages are totalled against rent, food, heat, and medicine, your family will suffer if you don't pay for the heat, food and medicine, but if you don't pay the rent, as I've found out, you are an enemy of the state and are imprisoned. Then there's all the sub stuff. I won't go in to too much detail because I don't know if any of it changes, but there's stories from the people you see or in the papers where you can play some part. So for example, if someone warns you that there's a terrorist in line you could believe them and reject that person when it comes to their turn, but if they have the right credentials then you'll be punished. Time is the real killer. The problem I ran in to within 3 days was not earning enough, I wasn't making many mistakes but once my rent went up I also wasn't letting enough people through Glory to Arstoska
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To quote the game's Steam page, "The Dream Machine is an award-winning adventure game about dreams and voyeurism. It's built by hand using materials such as clay and cardboard." It's an episodic adventure game with 5/6 chapters released so far. I've played around 40 minutes of the first chapter. So far it has been a very gentle, traditional adventure with logical environmental puzzles. The story seems interesting and the graphical style is an obvious highlight. It's obviously one for fans of Machinarium, Broken Age etc. I'll keep you posted with my impressions. Anyone else played it?
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I picked up Owlboy when it came out before Christmas and even started it, but I never went back to it a second time. Today I booted it up again and started over from the beginning. I've played the opening 40 minutes or so. In many ways Owlboy reminds me of Child of Light - the music and colourful graphics create a similar kind of atmosphere and in this game you also fly around the map. The opening portion of the game is a mixture of flying around the beautiful home village and then playing through a more confined cave area which involves a small amount of combat (the owl himself is not very combat adept but he can pick up and carry his companion who can shoot a gun). I played as far as leaving the home village.
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I can't decide whether to play Mass Effect, Yakuza 0 or Zelda at the minute so I decided to distract myself with one of this months PS+ offerings, and to be honest, I've kind of fell in love with it. The concept is that you play as a colon (one of these ':', not the place where poo travels through) platforming through the history of writing, from the first known cave paintings back in 30,000 BC up until today. You collect asterisks as you go, and each one gives you more information on how the written word has evolved. For example, I've just completed the Garamond era which led me through the first printing presses and the way they improved to make it easier and more accessible for people to get hold of books. Part of this area also has burning books, so I assume it's around this time that actually happened. You also collect the letters of the alphabet and ampersands along the way too. As far as I can tell these aren't essential, but you do have to stray off the beaten path (barely) to collect everything. It's such a simple idea, but it's one they seem to have balanced beautifully. The music is nice and relaxed, and the actual levels seem pretty simple up to now, so it all just culminates to feel like a super-chilled out game. I'm liking it a lot, although barring the possibility that the levels become much more difficult, I can see me finishing it tonight.
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The first game tagged for a next gen system! Anyway, this is a first person survival horror, much like Amnesia, but in my opinion, not as slow-moving or hard to get into. It has a light mechanic like Amnesia, but it involves using your camcorder as a torch. You use battery power on your camcorder but I've always had at least 3 batteries on the go so far so that doesn't seem to much of a problem. The art style and setting is far more like Condemned and it is grim as fuck. A fair few jump scares so far. I'm playing with a pad in my bedroom with the curtains closed and headphones on and I've literally jumped a few times. I guess I'm coming to the end of the second part and other than one section that I was nearly stuck on and seemingly only got past it by the AI being too stupid to try opening more than one locker to find me, I've been enjoying it massively. There's no combat whatsoever though there is sneaking and some fairly simple puzzles. If you struggle to play scary games, you will poo yourself, because I rarely get affected by them and I've found it the most intense game in a long while. Also the game opens with a warning about gore and sexual content but so far all I've seen is a couple of digital wangs.
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Way back in April 2013 Tides of Numenera was pitched as a sequel to Planescape Torment and managed to raise over $4 million on Kickstarter.. It was released this year to excellent reviews but in the bastion of good taste that is Steam its user rating is "mixed". I've played three hours and it's a very interesting game. Personally, I liked Planescape Torment but I can't say that it changed my life when I played it five or so years ago. I'm not really carrying any expectations into Numenera other than hoping it lives up to the reviews. First things first: it is way more of a text adventure (or straight up fantasy/science fiction novel) than a combat heavy traditional rpg in the vein of the old Infinity Engine games. In the opening three hours the game has consisted almost entirely of reading dialogue and making dialogue choices. I was ready for that from reading the reviews though. This has a big influence on the gameplay mechanics. InXile have replaced the tradiditonal D&D stats with Might, Intellect and Willpower. These stats are used in conversation to "win" challenges. In addition to your base levels of might, intellect and willpower (which you can raise), there's also "effort" and "edge". Effort involves you spending one or more points (e.g. might in a might challenge) to increase your chance of success, up to whatever your effort limit is (the effort limit can also be raised). These points you spend are lost until you rest. Edge means that you can use effort without losing points, so if you have one point of edge in might you can use one point of effort without losing a point in might (edge can also be raised). That's just your stats. You also have skills. There are certain skill specific challenges in the game that you can improve your changes of success by training that skill. I guess obviously the trick is to spread these skills out among your party. So far I have picked up three companions, I'm guessing that the limit is five. I haven't talked about combat because I've barely experience it in the game. But you can even talk your way out of combat. All in all, this is a very different game to some of the other recent kickstarter rpgs that have been released - Divinity Original Sin, Pillars of Eternity, Wasteland 2 etc. But, so far, it's been very interesting. And it looks beautiful. The environments are really nice. I'll post more opinions as I get deeper into it.
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I know many won't of heard of this, but it's essentially a Telltale clone but set in the very real setting of pre (and post) revolution Iran in the late 1970s. The presentation and graphics are very clear and it's well put together but the plot just doesn't come together and all your decisions feel incredibly meaningless, as a history buff such as myself it's still interesting and educational to find out about this tumultuous period of time in a country not many of us know much about. It tries to tell the tale of a rag-tag bunch of rebels who get drawn into the revolution and involved on the front-lines of key protests in the years/months leading upto the day of the revolution itself, you see plenty of scenes from the front-line and some moments hit home more than others as you know this was a very real occurrence, but it just feels a bit like a disjointed mess with no satisfying or meaningful payoff at the end of it. I had pre-conceived notions about pre-Islamic Republic Iran too, that it was very Western, liberal and bohemian with the people being much 'freer' then than post-1979, but I learnt that wasn't really the case and the King 'the Shah' was just as much of a cunt and Dictator as Iranian leaders after really (not really surprising to learn the CIA were involved too). It's still quite crazy to see people adorned in 'Western' dress though, women wearing Jeans and skirts etc. and nowadays they've all got to wear mandatory Hijabs when out in public and stuff.
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Despite its ridiculous title this game was one of the indie darlings of 2016 has a pretty rare "overwhelming positive" rating on Steam. Also, it's cheap. So far I've played 0.9 hours and I can safely say it's easily worth playing. It's great. As the pictures might suggest, it's not a pony simulator but instead a kind of inventive adventure game that defies any traditional categorisation. I would recommend it for fans of games like Digital: A Love Story and Undertale.
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I started this tonight, there's a very funny bit early on and the music is superb. And that's as much as I know so far, I don't even understand what the aim of the game is. It's kind of a point and click in that you point where you want to move, click on things that can be examined, and it does seem like what you do affects certain choices. I really like the atmosphere so far, but I've only just hit the first proper story point (I've been on the tour), so I suspect the game is about to explain itself
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I can wholeheartedly recommend The Lion's Song because the first episode is free. It's a story game with a small amount of interactivity, similar to To the Moon or A Bird Story, but the graphical style as you can see is totally different to those games. It looks very nice. The first episode is a short story that will take less than an hour to play through. It's not a dramatic story but it's enjoyable to play through.
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I can't find a thread for this, in some ways I'm not surprised because why it seems like the sort of thing a few people would play, it was way overpriced. Gone Home is kind of a discovery game, you don't really do a lot, but the more you search the more you'll find and the fuller the story will feel. It's set during the 90's, you play as the elder sister of 2 just returning on short notice from a year in Europe. Your family have just moved in to a new house, you arrive late at night and explore as your character the house as your character does. I'm not going to go in to the story because anything I say about it will mean something you don't have to discover, but it's pretty interesting. I can't say I agree with all the praise the game got, the 90s nostalgia is pretty funny, and there's a good atmosphere to things, but I'm glad I waited for the game to be on sale