Review

Everybody's Gone to the Rapture Review

  • First Released Aug 11, 2015
    released
  • PS4
Alexa Ray Corriea on Google+

Enraptured.

Loss is a thing you cannot fix. Misplacing an object is inconvenient, troubling at best if the thing was of some sentimental value or important use to you. Leaving your iPhone on the train is terrible, money falling out of your pocket sucks, and unless other humans are as benevolent and selfless as we hope them to be, we'll never recover these things. But objects can be replaced. With people, it's harder.

Death removes people from the circles of the world. Death means you'll never see them again. But losing a friendship or breaking off a relationship means they will continue to exist without you. Everybody's Gone to the Rapture made me wonder which feeling is worse, which one is the bigger gut-punch of total, utter loss. At least with death comes the idea that maybe, depending on what you believe, there is something bigger than you waiting on the other side.

In developer The Chinese's Room's newest game, you move silently through the world, switching radios on and off, opening doors, and passing through ghostly environments like a ghost yourself. A heart-wrenching story and meaningful mechanics guide you through the experience, and the way you're tasked with not only consuming the mystery but also puzzling it all together is a recipe for heartache. Everybody's Gone to the Rapture left me cold and numb but with a sliver of wonder; the way the game weaves hope and hopelessness together is its greatest strength, and makes it one of the best narrative-driven games I have ever played.

The events of Everybody's Gone to the Rapture take place in a small town in Shropshire, England. The player character, or force, or whatever you are--there is no indication at any point as to whom or what the entity you are controlling is, you never see feet or hands--is alone. Everyone in the town has vanished. You are left to figure out why, driven only by your own morbid curiosity. There is no scripted quest or set path to follow, and you are left to wander at will to cobble clues together.

As you walk through the town, you'll find doors left ajar, cars parked askew on roadsides with doors and windows open, and streets strewn with dead birds and wads of bloody tissues. There are no bodies left, and maybe it's that hope of finding a human being--or at least some sort of human remains--that makes the desire to move forward so irresistible. Everybody's Gone to the Rapture plays like a horror movie stripped of its gore and fear, leaving you with only a simmering feeling of dread. It's that dread that drives you forward rather than terror, as there's nothing more to be afraid of. The damage is already done.

Empty roads are all you'll get.
Empty roads are all you'll get.

It's difficult to describe the game's story, because to detail how you obtain information is a heavy spoiler. The fun in Rapture is poking into every corner of Shropshire, hoping to find a scrap of something that tells you what happened. Many times my own search turned up empty, leaving me standing in an empty house and listening to the sound of wind through empty hallways. Sometimes I stumbled upon a hidden something, something easy to miss if I hadn't noticed the odd distortions in the air around it, and learned to check out a hollow deep in the woods or a cabin on the far side of the lake. And sometimes these things stumbled upon me instead, leaving me breathless and sad. If there's one thread of continuity in Everybody's Gone to the Rapture, it's that no one left the world behind without baggage, heartbreak, and something lost.

Everybody's Gone to the Rapture is ultimately a story about people, and the organic way in which their stories unravel--not with exposition but the presentation of real memories, out of order and completely dependent on how you find them--gives you the room to piece things together yourself. The game doesn't want to tell you anything; it wants to show you.

There are very few things you can do in this game. You can operate radios and lights, open and close doors, and walk very, very slowly. There is no menu screen, no directional compass, and no inventory. And there is no way to check your progress, leaving the pace and thoroughness of the exploring up to you.

Rapture's main mechanics involves tuning points of light like you would a radio. Every so often, you'll stumble upon a room or area filled with glowing specks of golden light. Approach, and you'll find a denser ball of light at their center. To "unlock" these lights, players are prompted to tilt their controller to the left or right, using the gyroscope feature to find the right angle to make the light grow brighter the same way you would tune a radio to find the right station. Within them lies the important stuff, the most impactful clues and poignant moments you'll find in Shropshire.

Go into the light.
Go into the light.

There are five main areas to the game, each with their own mini-story that connect in some way to every area's story thereafter. Discovering what happened to everyone in Shropshire requires you to explore every nook and cranny. The story--a beautiful tale of science and mysticism and love--is nonlinear, and areas can be "completed" in any order, and events drop just enough clues to tantalize you. The game never gives you enough to go on, and things always feel one hint out of reach. And just when you think you've solved the mystery, Rapture throws you another curve ball, making the things that were starting to make sense way more complicated and confusing. But then you stumble upon a nugget that suddenly, and painfully, makes it all clear. The way it all unravels is brilliantly designed, and coupling this trail of narrative breadcrumbs with its simmering sense of dread and loss makes Rapture a difficult journey to disengage from.

I had a lot of feelings while playing Everybody's Gone to the Rapture. The atmosphere was peaceful, I never felt frightened. But the deeper I walked into Shropshire, the more empty I felt. I've lost people in my lifetime, to death and to differences, and as I rifled through the remains of this tiny village I realized that no one in Shropshire got to leave in peace--and maybe didn't leave me in peace, either. Does anyone ever leave a world behind in peace?

Certain moments would make me sad, but not sad in the way you feel for someone after witnessing their misfortune. I felt sad in ways you can only feel when you've caused that pain. I wasn't doing anything, but by digging up these moments, I felt like maybe I was the center of these problems all along. Rapture's narrative will do that to do; you sympathize, you identify, and then you accept despair.

Everywhere I turned I found a mess. Houses left wide open with dishes left in the sink, scraps of paper and tissues littering the floor. Cars with open doors and backseats filled with belongings. Overturned crates abandoned on the roadside, their contents strewn everywhere. I found ashtrays filled with cigarette butts that were still leaking smoke. With each unraveling story thread I felt like the litter I found, unpacked and strewn about, left for no one to find. No one would find it. No one would know anything about the sad truths behind these people's lives and disappearances other than me.

But then I would leave a house and round a corner, and I would find myself on an empty road under a canopy of trees. Splintered light hit my face as the sun began to set. The leaves would be so green and so brilliant I would be temporarily blinded. I felt like I was in paradise, like nothing was wrong, like nothing could touch me. Maybe there was hope. Maybe this wasn't a futile search after all.

Everybody's Gone to the Rapture's artfully done visual and audio cues help you navigate without a directional compass or a HUD. The same gold lights that you can "unlock' will appear and zigzag through the air, guiding you towards things you should check out. The sound of radio static or a beeping phone floating to you will guide you towards hidden secrets. These masterfully wrought cues keep you on track, to let you know when you're missing something. This is how Rapture gets and holds you in its iron grip, and I found myself sitting inches away from my television screen listening raptly, desperate to spot something that would solve the mystery.

Not your typical playground companion.
Not your typical playground companion.

When you hear or see something, there's no way to play it back or view it again. This inability to go over information again will make you think harder. You, like Shropshire's doomed inhabitants, only have so much time to react. It adds a sense of urgency to things, making those "aha" moments when you decipher meanings all the more poignant and personal.

The speed at which you move through the game is frustrating. You walk very slowly, but this causes you to look at everything and pay attention to small details. But sometimes, especially when doubling back through areas following golden light or sound trails, the speed can get tedious. Sometimes those guiding golden lights move so fast you can't keep up, rounding corners and flickering out of sight only to leave you in their dust unsure where to go. But this movement speed isn't enough to deter you from exploring and revisiting areas you've seen before. The sense of wonder, the drive to solve the riddle of the rapture, is powerful enough to overcome this.

The road less traveled.
The road less traveled.

Furthermore, with no manual way to save and large swathes of time between checkpoints, Rapture discourages you from walking away with areas half-explored. You will get lost sometimes--but again, some wonderful audiovisual tidbits will pop up to guide you just when you begin to lose hope. Tiny lights will appear on the road in the direction you need to walk. Or the wind will pick up, carrying with it the sound of a beeping radio that holds your next cue. Getting lost happens, but it's never for long, and while I was admittedly frustrated in the beginning of my playtime, by the end the game had conditioned me to look and listen for the signs I needed to continue. And it didn't even have to tell me, it gave me the tools to learn on my own and really invest in the game's focus on exploration.

Rapture includes a soundtrack that perfectly augments the game's atmosphere of melancholy and futility. Rapture's ambience always sits you on the edge of sorrow, with the music never quite intruding in an obtrusive way, but pulling you in just close enough to dip your toes into the game world's melancholy. Its sounds make it hard for you to not feel like Shropshire itself: cold, alone, and utterly empty. A lonely, beautiful void.

But in the end, the game gives you no real closure. It's a bold, powerful move, and the feelings of hope and helplessness that filled me when the credits rolled are things I am still wrestling with as I try to unpack thoughts into a review. It's rare something can completely choke you up the way experiences like Gone Home and Journey can. This game is definitely a breath-taker.

Everybody's Gone to the Rapture uses subtle cues to guide you through its world and then gives you the space to digest what you find. It's a wonderful example of what games can achieve narratively while presenting minimal physical engagement and tasking player imagination with the rest. That sense of futility never leaves you, but whether or not you cling to the story's threads of hope is entirely up to you; no happy ending is forced on you... just an ending. The moral of the story is whatever you think it is, and there's no wrong way to feel as you sift through its bright, empty world. And while I had my moments of frustration in navigation, that didn't stop it from dazzling me. I left Shropshire exhausted, spent, and utterly impressed by The Chinese Room's magnificently crafted journey, both in how it brought me to its conclusion and the conclusion itself.

Update (8/11 9:12 a.m. PT): Following the publication of this review, developer The Chinese Room announced that there is a sprint ability when moving, though the game's tutorial never explicitly states you have the option. By pressing and holding R2 for five seconds, the player entity will gradually ramp up to a higher speed. We tested this speed, and while it does cover more ground more quickly than the default walking option, it's not a huge improvement. The faster speed feels more like a power walk or a jog, and does not affect my feelings about the movement speed.

Alexa Ray Corriea on Google+
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The Good

  • Beautiful, nonlinear narrative demanding full emotional investment
  • Masterful use of audio and visual cues for guidance
  • Gorgeous, highly-detailed world
  • Forces full engagement with hidden secrets and unwavering tension

The Bad

  • No manual save and checkpoints are few and far between
  • Default movement speed is frustrating, but the sprint option is not much better

About the Author

Alexa Ray Corriea explored every square inch of Everybody's Gone to the Rapture's world to exhaustion.
760 Comments  RefreshSorted By 
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Mo60

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I want to know if this game is similar to The vanishing of ethan carter game or not ?

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deactivated-5b2c8e0382c99

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@Mo60: I'm about 8 months late on this reply, but in case you still haven't played this, It is and isn't similar. It's similar in that it is a walking simulator with no enemies, but there aren't any puzzles to solve. You literally just walk around and find things and listen to the story. It's a really pretty game, and the story is decent, but it's really boring.

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DJJoman

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Are you looking for a "video game" where you wander around for hours listening to echoing mundanity attempting to convey an interesting story and the only thing you do is occasionally tilt the controller to initiate more boring drivel until you reach the anti-climactic ending that answers zero questions you might have had assuming you cared enough about this mildly interactive D+ book to ask them in the first place? This is the "game" for you.

If you're looking for an entertaining story based game, check out Gone Home and pass on this walking simulator where you move slow as molasses. To its credit, the stale, motionless environments look really nice. Check out the screenshots and read the Wiki and you'll have about as much fun as you would 'playing' this.

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TechDemon

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@djjoman: "If you're looking for an entertaining story based game, check out Gone Home..."

LMAO Gone Home was garbage and I'm so glad I didn't listen to people who hyped it up as yourself. It was a game that gave you the pretense that you were playing a horror game then later devolved into you unraveling the lesbian relationship of your little sister. I just saved everyone the 20 bucks for that garbage.

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deactivated-5b2c8e0382c99

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@techdemon: Lol. Yeah. Gone Home sucked ass. You described it perfectly. I thought I was playing a horror game and was super annoyed when I realized how much time I'd wasted on a lesbian love story where literally nothing happens.

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TechDemon

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@frosty988: yeah I'm so glad I stopped listening to the hype crowd and I just go with my gut when it comes to buying games now. Then again gone home was not a game it was just a social commentary disguised as a game. It disgusts me that people will give it accolades just because of it's social commentary alone because they agree with it and not consider the fact that it is completely deceiving it's audience for that "Surprise! No actual horror story here I'm just a lesbian and I ran away from home." moment.

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AbnSwee

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There are no game play mechanics - there is one way to interact with something - and I thought that was far reaching. Tilting your controller back and forth. Then you just follow story lines until their end. They make you walk slow so that the game lasts more than 1 hour. AND once you have seen one person's end - you have seen all the endings - because every ending is the same. I will never get that 20 bux back.

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LeMental

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One of the worst game I've played. Empty world with boring story and no punch or surprise.

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dooNish

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Edited By dooNish

I played this game and even though I did enjoy it a lot, I am very torn on whether or not this game deserves a 9 out of 10. Is it different? Sure. Is it enjoyable? Yes. Should you play it? I say you should. But after completing it its hard to even call this a game. I mean there arnt any real gameplay mechanics. There is an interesting story (or stories) that you want to keep "exploring" to find out how everything resolves. In the end you do feel like you experienced something unique and you do applaud the developers for going outside the box and I would classify this attempt as a piece of art. But I dont know if its a "game" or "fun".

So it all depends on what you expect from a game when you devote some time to playing them. If you are ALL about story then yes this could be a 9 out of 10 (even though in my opinion I didn't find the story to be of 9 of 10 caliber but that's just me). If you require an actual gameplay mechanic mixed into your story than you will not agree with this score.

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jackyccm

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This is by far one of the most well-written review I have ever read. If the game is as good as you have presented, then this review has done it justice.

Kudos.

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Gamingoneasy

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Any game can be paused these days, just by holding the PS button and putting PS4 into rest mode.

I do this all the time and to me its just like a quick save. Next time you start up you continue from where you left off, kind of makes the whole saving thing a bit redundant now.

Admittedly this could be a problem if someone else is using your PS4 ( wife did this while i was at work and had to redo a mission on MGS5). But i just tell her not to use it until i get home.

Getting this game tomorrow (pay day) cant wait. great review

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PhatTuna

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@gamingoneasy: There are a lot of things that could go wrong with that tactic. better just save your game.

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Gamingoneasy

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@phattuna: Maybe there is but nothing ever has gone wrong. Had PS4 since launch, of course i always save if possible.

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WonderfunkJones

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Edited By WonderfunkJones

I'd disagree with this review entirely. Here's why.

While I often prefer to review games on their own merits instead of comparing them to others, there were far too many similarities with Dear Esther to really skip and review this on its own. First off, I felt that I had too much of a disconnect with the people of the parish because I didn't know who these characters were. Jeremy? Okay, he's a pastor. Wendy? I don't remember who she is. The only stories I cared about were Stephen's and Kate's, but we only get bits and pieces of their stories. With Dear Esther, it was one individual's story about a severe incident and not anything supernatural.

There was the whole dichotomy between technology and nature and how those two "worlds" were painted in a negative and positive light (respective). One can remember the tower from DE easily, while there are 6 or so for Rapture. What do these towers do exactly? There's the repeated motif with paint, but I feel like the purpose of the paint in DE was justified. Why did the characters need to use paint in Rapture? Did they run out of chalkboard? I didn't understand that.

Furthermore, there seems to be an inconsistency with functional world "rules." What does this light do? Okay, it makes people sick, but why did it spare Stephen and Kate? What happens to people? What are the light's capabilities? It seems to infect people and then gets into electrical wires, then somehow manifests into the world. And then, one large thing I felt was heavily overlooked was the fact that the town was bombed. Where are the results of a bombing?

To add, I felt there were plenty of things that didn't serve a function. What were the radios placed for? What were the numbers Kate rattled off in some creepy monotone voice? If there's a puzzle to them, I didn't see it.

Dear Esther succeeded Rapture because I felt the motifs were consistent, the story was easier to follow, and even though the former had a more nebulous and interpretive story, it made for much better replay value. I wanted to pick up Dear Esther again and did so about four times since every playthrough gave me more quotes, different scenes, and a lot to think about. Plus, I missed quite a bit in DE. There's nothing like that I see in Rapture.

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Renoo27

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Finished this today. It was life-affirming, no exaggeration.

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Terminator95

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ONLY on the MORE Powerful SONY PS4.

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XenomorphAlien

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@Terminator95: A walking simulator?

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firewalkerml

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This is the first review of a game I have totally disagreed with. The reviewer states that there might be some personal events that lead to THEIR particularly deep connection to the game. I think this has biased the review.

I believe that the average review has it. I'd give this game about a 6 or 7.

Most strongly of all though, please ignore any comparison to the game Journey. Journey is a true and real "10".

:)

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GhostHawk196

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Such a beautiful game...

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p1p3dream

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I was so excited when I saw a bicycle the first time- imagine my sadness when I learned that you couldn't interact or ride it. Do you have to walk so slow in this game? I mean REALLY?

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TheZeroPercent

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@p1p3dream:
--you can jog or speed up
--hold r2 and after a few seconds you will speed up
--you wont start sprinting
--but it fits the game perfectly IMO

--also
--take notes
--write each characters name down
--and take notes on em

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nutcrackr

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Did not expect a BioShock sequel this early.

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p1p3dream

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@nutcrackr: I wouldn't really connect the two games

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CDsmasher

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@p1p3dream: joke detector broken lol.

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p1p3dream

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@CDsmasher: <enable joke detector> ok is funny time.

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Haanabi89

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This game isnt available on the system I own so Im just going to write it off like the blatant fanboy that I am. It looks weird and boring who plays this kind of rubbish!?!

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Chewbacca72

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@haanabi89: Lonely people without friends who play video games all day, or those recovering from surgeries.

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Haanabi89

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@chewbacca72: I guess that makes sense. I rushed in here with a clever comeback to defend myself but it seems theres no need for it.

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abe-20

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this game moved me deeply, loved it, played it in its entirety without taking a break.

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twister_nt

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Ugh yet another Dear Esther/ Gone Home/ Vanishing of Ethan Carter walking simulator. You won't trick me this time, you hipster video game reviewer.

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NTM23

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Edited By NTM23

@twister_nt: This shouldn't change your mind if you're adverse to these games, but I would say it's probably the best game out of them, well, at least my favorite. Ethan Carter the second. I thought Dear Esther and Gone Home were okay, though neither of those special to me. The thing that sticks in my head with Everybody's Gone to the Rapture, even today, is the realistic, relatable environments you walk through, and the human story you get to witness. The mystery of where everyone has gone, and the payoff there in unfortunately not that as interesting, but it's fine. I just wish the frame rate was smoother honestly, and yeah, the walking speed could be faster.

If I were you, I'd get off the whole 'hipster' thing, and get into whatever game you want through your own enthusiasm and interests. Who cares if a bunch of people love or hate something, it doesn't necessarily mean you're a hipster because you love it too; heck, you could love it for your own reasons. I think people get hung up on the 'I dislike it because so many others love it', or 'Everyone loves it, I have to have it.' Just love it because you love it, regardless of others feelings on it.

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puntsj

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@NTM23: "But the deeper I walked into Shropshire, the more empty I felt. I've lost people in my lifetime, to death and to differences, and as I rifled through the remains of this tiny village I realized that no one in Shropshire got to leave in peace--and maybe didn't leave me in peace, either. Does anyone ever leave a world behind in peace?"

don't tell me that isn't hipster-ish as ****.you're reviewing a game,don't try to act overly deep.

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NTM23

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@puntsj: Hipster means you're into current trends, not acting overly emotional due to something.

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teethofthesea

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I've just finished this "game" and I was seriously underwhelmed. I'd give it a 6. Sure its pretty, but Its not pretty enough to make up for the slow pace and fragmented story. It feels like its starting to go somewhere at points but the conclusion isn't one I was happy with.

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NTM23

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@teethofthesea: I'd give it an eight or so, probably, but I agree that the conclusion was disappointing. I felt the whole 'where did everyone go?' aspect was pretty underwhelming, but I still really liked the human story of it.

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p1p3dream

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@NTM23: They were all hiding in the garage.

Surprise!

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jenovaschilld

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Looking forward to getting this game as soon as I get more free time. Is this digital only or is there retail? also.

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Cherub1000

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@jenovaschilld: digital only to my knowledge, doubt it will get a physical release. Your right though, wait until you can sit down and get stuck into this. I've been playing it in small portions and I need to start again as have no idea who's who or what is going on. Great game (if it's your style), some other people have a good idea. Have a pen and paper beside you when you play and just scribble down a few points when you listen into conversations. Will help a lot I'm sure.

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jenovaschilld

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@cherub1000: As I have gotten older and a few decades of gaming under my belt, I am enjoying more and more games that stretches the limits of what gaming is. Not a fan of rocket-launchers that shoot mako sharks, but am gravitating more towards games like the above, and recent ones like stanley parable, red banner and the short but interesting Gone Home. Any game with a compelling atmosphere or settings like Bioshock.

Oh I usually use a gamefaqs or guide with most games, just to review over any features of a game I may have missed. I keep them all in a game folder and open them with audionote by luminesoft, so before my last save I will sometimes make a voice-note (a >green button on my mike) while playing so I know where I left off. "want to finish upgrading gear here in town before finishing white witch quest and then onto main quest, in the same direction farther into the forest"

May want to give it a try. Helps me when it is sometimes weeks before I can come back to a game.

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p1p3dream

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@jenovaschilld: Have you tried Life is strange? That is a pretty interesting game that doesn't revolve around a floating gun!

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Cherub1000

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@jenovaschilld: your very thorough. That's a great idea though. I too am sadly getting a little older and it's a great change to invest some time in games that are very different to shoot-reload-shoot some more! Not that I don't enjoy those mind you, just good to mix it up. Besides I think even those who hate on games that are very different in nature before trying them may end up missing some truly fantastic games! Can't comment on Gone home though I'd like to check it out one day, Bios hock is a favorite, really enjoyed Ethan Carter and currently still trying to understand Rapture haha. Laters!

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Dark_Rage

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Is this like a horror game?.

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p1p3dream

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Edited By p1p3dream

@Dark_Rage: No, but it kind of feels a bit twilight zoney sometimes.

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Cherub1000

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Edited By Cherub1000

@Dark_Rage: Not really. It is somewhat sinister though. I've not finished it yet, about halfway and its starting to pick up pace.

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bartreligion

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Hardly worth being called game, if there's NOTHING to do. Reminds of the Vanishing of Ethan. Superboring.

Games don't use to have violence or a lot of it. The best parts in LA Noire were the non-shooting bits (in fact that over the top shootout, didn't even fit wit the rest of the game).

Telltale's back to the future is kinda fun (but old) and isn't boring. Call of Cthulu did this much better, sure you had a had, with 6 bullets and it took at least 6 to take OUT one bad guy. So you have hide, evade and construct traps.

This looks dull

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natedogg661

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Edited By natedogg661

@bartreligion: It is dull. I've played it. Save your $20. They could have just made it into a TV show or mini-series or cartoon. There is no real interaction with the game other than walking around, opening doors, turning a few things on, and occasionally tilting the controller to interact. And the ending is pretty anti-climactic and predictable.

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Zaphod83

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It looks very pretty. And it sounds extremely boring.

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indzman

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@zaphod83 said:

It looks very pretty. And it sounds extremely boring.

QFT

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