The Suicide of Rachel Foster
- Atmosphere, visuals and audio
- Super dumb story. The game goes full retard on the last twenty minutes.
– Real player with 5.8 hrs in game
Read More: Best Walking Simulator Adventure Games.
There are so many good reviews on the plot and the story line and I don’t get why. Personally, the story is a huge disappointment for me. It was obvious from the start what actually happened. The ending is ridiculous - why would it end like this? As far as I’ve seen there is not much variety in the endings.
Sometimes it wasn’t clear what the hell I’m supposed to do or where to go. The place is huge, but you only need to visit couple of places.. The bug with the first crawlspace…ugh…Silly phone talks when you need to talk about various items in the room you hang up and re-dial again. There was so much potential with the ghosts in the hotel. I expected so much more from this.
– Real player with 5.8 hrs in game
There The Light
I can see this being one of those games that polarizes people - you’re either the type of person who likes this kind of game or you’re not. And if you’re not, you’re probably really going to dislike it.
Fortunately, I’m in the former category. I loved the “vibe” of this game. But more than that, I loved the feeling I experienced playing it. I come from the “walking simulator”/exploration game camp. I love games where I can explore, at my own pace, a place that has a lot to see and experience. I also like puzzles to an extent, and the puzzles in this were either simple (but somewhat meditative) or somewhat annoying (the circular ones). I didn’t struggle too long with any of them, but I enjoyed some more than others, even if they weren’t difficult. It felt like the point of the game wasn’t the puzzles but more the experience as a whole.
– Real player with 3.4 hrs in game
Read More: Best Walking Simulator Short Games.
There The Light takes the player on a mystical journey through the abandoned ruins of a long lost civilization. The mystery of who these people were and what caused them to leave this world remains unsolved even after the end of the game, although there are hints indicating what actually happened. At the same time, the game leaves a lot of space for personal interpretation or various speculations, the story being conveyed solely through the numerous inscriptions and drawings that one can find on the walls of the surrounding temples. One thing is certain though: this advanced civilization left behind a series of puzzles and enigmatic mechanisms.
– Real player with 1.7 hrs in game
Lucid Cycle
As of finishing this game, I have played all of Tonguc Bodur’s games. I love these games and this one just may be my favorite. There is just the right amount of relaxation, using your noodle, and strategy in this one. I can’t wait for the next game. Would love to be a beta tester for future games.
– Real player with 17.4 hrs in game
Read More: Best Walking Simulator Adventure Games.
I’ve been a fan of Tonguç Bodur now for quite a while. I find his slow-paced games relaxing and visually stimulating. His creations are often of an introspective nature, exploring life and the inner self. He is the meditating person’s game developer.
“Lucid Cycle” is described as a series of short dream-like experiences. Exploration with minor puzzle elements. It takes around two hours to play through the game, which saves after every dream scene. Apart from a cat, you share your small apartment with an AI that comments on your dream sessions every morning after you wake up.
– Real player with 5.4 hrs in game
Titan Chaser
A mechanically rough Early Access with a great concept and surreal mood about finding and rescuing giant titans roaming the land using all kinds of bright lights.
Your only two companions are a run down, beige coloured Chrysler K platform car that’s held together by glue, droplets of constant fog and the sheer enthusiasm of the main protagonist and a mysterious, freakishly tall hotel manager named Jasper. He’s also your main contact when your car decides to bunny hop down a hill and gets stuck on the train tracks or you decide to test how far into the water you can drive.
– Real player with 4.8 hrs in game
This modestly priced Early Access walking sim has some great ideas at its core and even though I am not huge on buying in before the product is complete, I feel like I have already got my money’s worth and could quite happily recommend this to a walking sim fan who wants something a little bit different.
PROS
- unexpected. You can almost count the versions of a walking sim on 1 or maybe 2 hands. Angsty teen, space station, psychological horror, but never have I played a walking sim where I basically have to drive around and shoo-away monsters.
– Real player with 4.3 hrs in game
A Murmur in the Trees
Good little indie game. I hope there will be more to explore in future.
There are things you could easily miss, if you don’t pay attention, can you find all secrets? :)
I was 1 of many testers, so that is reason why I got it free.
– Real player with 5.2 hrs in game
A short and sweet story, only takes about an hour to get through. If you like walking simulators you should check it out.
– Real player with 1.9 hrs in game
The Space Between
I am not fond of games that have me blundering around in the dark. This causes nausea because you are visually disoriented. Also, the ending was just… nothing? OK you are done now, here are 2 chairs? Sorry but this was just not great. :(
– Real player with 12.8 hrs in game
I have a soft spot for psychological games with a retro aesthetic, the weirder they are, the more I enjoy them. You can complete the game in 40 minutes which is admittedly short considering the slow text, but in the end, I care more about my overall impression of the narrative. Without spoiling anything, you can tell from the trailer that the game focuses on intimacy issues, paranoia, and anxiety - which it does pretty well. While I enjoyed the story and the psychedelic visuals, the actual dialogue could use some polish; with the game like this I think you could avoid saying too much, and it will still have the same effect. I wish the text would not lock you into the conversation the entire time, you could just let the player walk around and read, not to mention that the camera tends to lock in the wrong place anyway. It’s not a horror game aside from one little jump scare, it’s more about the atmosphere and creating that isolation through an unsettling environment. I am not always a fan of dark shading and tiny rooms, but within the context of the narrative that tries to convey that feeling of being alone, I think the claustrophobic locations work very well.
– Real player with 3.0 hrs in game
The Vanishing of Ethan Carter
This review is for both The Vanishing of Ethan Carter and The Vanishing of Ethan Carter Redux. I’ve played both games, they are the same, the redux version has better graphics and some small interface differences. At the end of this review i explain more about the differences*.
More than 20 years ago, when i first played Myst i remember thinking, well, this game seems cool and all, specially the graphics, the story is very vague…and i don’t really see too many things to do…i hope i soon have some things to do.. because if i don’t i’m not so sure this is gonna work out….aand, of course, turns out, in myst, i did have some/several things to do, but in an original and unexpected way and there was a story, although not like you were expecting it to be, and it became one of the most known adventure games of the 90s (even though, it wasn’t considered an adventure by many…). And that’s fine, because the game was anything but a normal adventure, it was something else. You could like it, or hate it, but it was difficult to remain indifferent (once you played it).
– Real player with 5.7 hrs in game
Paul Prospero, a detective with a unique skillset, is called towards a piece of fan mail as though the sirens themselves would emerge the moment he sliced the licked adhesive apart. A boy named Ethan Carter writes to him, detailing some dark happenings in the hidden countryside town he resides in. Paul realizes that Ethan wouldn’t have chosen him if these dark things wouldn’t require his particular abilities. His last case shall be this one, Paul decides, and sets out to the breezy hillsides of Red Creek Valley. Within minutes of arriving, he comes across a series of potentially deadly traps in the woods just on the outskirts of town. This case will be anything but ordinary for most people, but Paul Prospero is used to it.
– Real player with 5.1 hrs in game
The Wolf’s Den
The voice acting is a little rough in places, but overall it’s a fun way to eat up a few hours of your time. The Unity engine is reminiscent of a lot of mobile horror games I used to play 5 or 6 years ago, and that was pretty nostalgic for me. Either way, it seems like the dev is relatively new to game development and if that’s the case they’ve got a great start.
– Real player with 1.8 hrs in game
I really loved finding the cute octopus at the end. It’s so charming cute!!!!! 3 And the notes in every stage were very well written, I almost felt like I was reading a novel. The werewolf was indeed too spooky… (be careful for your heart attack lol). I was surprised how long the tunnel is!
– Real player with 1.0 hrs in game
Inexplicable Deaths In Damipolis: Inner Thoughts
This game is in an unplayable, buggy state. It is my opinion that this game should not have been released in the state that it’s in. Some bugs that you’ll encounter:
-Does not appear to recognize controllers
-Both English and Espanol language options are labeled “Espanol.”
-“Notes” menu completely non-functional.
-Many inventory items are labeled “Placeholder” when trying to view.
-Getting trapped in menus is a common occurrence, causing user to have to force-shutdown game.
-Inventory items randomly disappear.
– Real player with 2.2 hrs in game
everybody dead, whodunnit? not only is this a question regarding the story of inexplicable deaths in damipolis, but it also applies to the game itself. everything is pretty much broken, and I guess people mentioned in the credits dunnit. they had one whole tester, which explains a lot, and I’m sure kickstarter backers are ecstatic about the result.
– Real player with 1.4 hrs in game
Interregnum Chronicles: Signal
First advice: Read the game description closely :)
This plays like a “walking” simulator inside a satellite called “Harmony” that accommodates one person, so you’re floating in microgravity with ways to grab onto things and push yourself around. The core of the game is to tweak signal processing using human interfacing terminals, and that mysterious signal of unknown origin and requires decoding to find out what it is/says/does. At first the system doesn’t have the capacity to process the entire signal so an Operator (you) needs to approve lots of AI upgrades. See where this is going?
– Real player with 26.9 hrs in game
So I have played this game a fair bit and tried to “get into it” but honestly, it’s pretty awful. I’m writing this review with steam saying that I have had 11 hours playtime, but really it’s more like 5 or 6 because I would leave the game on to “idle” in order to farm the necessary resources to progress the story.
And that is pretty much the game in a nutshell. Leaving it running to obtain an ever increasing targeted number of resources that are basically just numbers on one of several terminal screen’s. There are Networking, Data Processing and Memory “resources” that you need to increase in order to upgrade the stations AI and each resource is tied to the others with glass ceilings that you need to break by obtaining more of one of the other resources. There are ways to expedite the process such as using up to 4 batteries on a terminal but honestly, that just gets annoying. The batteries will explode if you overcharge them (or at least damage the stations electrics) and when you do use them they don’t last long at all. I haven’t timed them but I would be shocked if they actually last more than a minute or two at most. When you do have to recharge them as well, you can only carry one at a time and so you have to take each one from where you need it back to the garden where the charging ports are. Obviously you can’t plug one in and leave it charging whilst you fetch another as it will likely overcharge and short out the electrics so you end up floating along carrying one for a 2nd, dropping it to pick up another, dropping it to pick up a 3rd and so on until you get them where you need to go. Obviously you are in space with no gravity and so they drift…. a lot. Yeah, lets just say that gets old. Fast.
– Real player with 11.6 hrs in game