Slow is smooth. Smooth is fast. Fast is panic. Oops, let me repair that for you. Repeat.
Uncle Chop’s Rocket Shop
Developer: Beard Envy
Release Date: November 2024
Come on down to Uncle Chop’s Rocket Shop, for all your roguelite spaceship repair simulation needs!
WARNING: Untested genre not suitable for people with tentacles for arms or an aversion to dying horrifically. Side effects include improved reading comprehension under pressure and a furry fetish.
Uncle Chop’s Rocket Shop is a roguelite puzzle game that is built around minigames. We have been soulbound tasked to run the local Rocket Shop, and not only do passers by need their ships fixing to the highest standard for you know, safety, we have rent to pay and the better job we do, the more sweet sweet space cash we earn.
This is a game about problem solving, following instructions and being strategic where it matters. In focused mode you can take your time, meticulously getting to know the machines you are repairing and the components within. In frantic mode, the more jobs that you get done within a certain timeframe, the more money you earn. Personally, I enjoyed the idea of frantic mode, feeling reminiscent of games like Among Us, Tin Can, Keep Talking and No One Explodes and Papers, Please. However, for me, focused mode was the way to go, feeling more akin to House Flipper or a building flat pack furniture situation, allowing me to take my time, dig deep into the detailed and amusing instruction manual, and still somehow manage to do something wrong.
Not only does the gameplay have a high concentration yet flow state inducing element to it, the entire design is great. Everything is simple enough and clear to read, while also being very distinct and colourful. Everything you click on is responsive and makes visual changes that communicate to the player clearly. The design of the different aliens arriving at the shop and the vehicles in tow are creative and fun, the dialogue is funny, the random events that occur always made me smirk and I continued to be surprised at the new things occurring each run.
The game has run based progression that is erased when you die/lose, as well as a classic meta progression system that ticks over with you onto your next run. Dialogue and scenareos are slightly altered each run, adding more elements and allowing forward momentum as you get more familiar with the loop. It is the type of game where familiarity is going to help you improve equally as much as the upgrades.
The attention to detail is fantastic, the game play is silky smooth and my time with the demo was an absolute joy. I am going to be keeping an eye on this one for sure.
Demo Length – 2+ Hours At a glance + High concentration yet flow state gameplay. + Funny. + Polished. + Two key options for gameplay offer different experiences. + Keeps on giving. + The roguelite aspects feel seamless.
The Dark Pictures Anthology offer a rare and unique experience. I find the series as a whole to be underrated, not for their narrative or quality, but because they created Shared Story Mode.
Shared Story is a game mode that I don’t see talked about very often but feels revolutionary in the realm of narrative co-op gaming. Admittedly this is potentially a niche that couldn’t actually quantify a realm, but is the audience really that small? or do they just not realise the super interesting and fun play experience that this unique mode can provide.
So, Shared Story Mode is the ability to play these game via online co-op. This differs to the couch co-op option, because rather than passing the controller, you will each be playing different characters at the same time. Sometimes you will be in the same scene, exploring together and talking to characters – sometimes on either side of the same conversation, picking up clues and discussing the story. Other times, you will split up, taking charge of different characters in their own scenes, sometimes completely separate and sometimes affecting each others experience.
There is no right or wrong way to play this, but I believe the best way is to play with a friend that has similar values to you (e.g. explores a similar amount, investment in story, same intentions for characters etc) in a voice chat. When you’re characters are exploring together, you are free to chat away, but as soon as you are alone then you both mute yourselves, in a pact not to talk again until your characters have reunited (if they are so lucky). At that point, you can tell each other about what you did, what you found and what you learned.
Now, I am not saying Shared Story is THE definitive way to play. There are pros and cons. For example, in Shared Story you accept from the start that you aren’t personally going to get to play/see every scene. This is probably the biggest factor against playing this way. This also means that you may miss out on some context as you won’t get to see all of the clues that your parner saw, and therefore can’t make your own complete theories. Depending on your situation you may be rushing, unsure what your partner is doing and whether they are waiting for you. However, the game does a really good job of accounting for that.
While some of the edits can be a little janky, I am always impressed with how they manage to seamlessly tie the two playthroughs together. You never end up stuck waiting around, not knowing what to do. Also, in our experience, the gameplay is divided well, ensuring that both parties each get to play some key scenes. There are even some moments that you wouldn’t see in single player mode as you can only ever have one point of view. It is always fun to have the potential unpredictability that a friend can bring to a simple conversation between two characters, and it is always funny when it goes wrong.
Without further ado, here is my ranked list of Season 1 of The Dark Pictures Anthology, based on my Shared Story experiences.
4. House of Ashes [2021]
At the close of the Iraq War, Special Forces hunting for weapons of mass destruction unearth something far deadlier – a buried Sumerian temple containing a nest of unearthly creatures. To survive the night below, they must forge a brotherhood with their enemies from the world above.
House of Ashes seems to be quite widely regarded as the best of the bunch but for whatever reason, that was not my experience. The issue? I cannot remember most of what happened in this game. The intro was strong, and I remember something happening at the end. Other than that? I have no idea. I cannot decide which is more damning, a bad impression, or no impression at all.
3. Little Hope [2020]
Trapped and isolated in the abandoned town of Little Hope, 4 college students and their teacher must escape the nightmarish apparitions that relentlessly pursue them through an impenetrable fog.
Little Hope is one of the games that I have the most conflicted opinion on in my entire games catalogue. It should be number one on this list, easily. The time spent playing this game, getting to know the characters, making connections, having the wildest theories and being excited by the potential, all washes away because of one thing that I cannot specify without spoiling the game.
I was so into what this game was doing. The non-linear storytelling is surprisingly fun to experience as a duo and the intrigue surpassed the horror, urging us to discover every clue that we could possibly find. The entire experience was such a thrill and delight, and while my buddy Hajda did not have the same turning point as I did, I was so disappointed that 20 minutes of the game managed to colour the rest of my entire experience.
2. The Devil in Me [2022]
A group of documentary film makers receive a mysterious call inviting them to a modern-day replica of serial killer H.H. Holmes ‘Murder Castle’. But on arrival they soon discover they’re being watched, and even manipulated, and suddenly there is much more at stake than just their ratings…
The Devil in Me is the one out of all of the games that has the premise that interests me the most. The trailer gave very saw-esque vibes and that is the flavour of horror that I grew up with. I was disappointed to see upon release that the general reception was ‘meh’ at best. However this did lower my expectations enough to be thoroughly impressed with the time that I had.
I loved (and hated) walking around this claustrophobic, dingy, vintage environment, not knowing what was going to be around every corner. I loved that we were a documentary film crew, a classic but perfect reason to go to opt into traveling to a murder island. I loved the mysteries and isolation. This is the game that suffered the most from not being able to view all of the clues, as there were a lot of names and dates that got lost in communication. However, the experience of the story within the moment was a fun one, and I don’t think I could have handled this hotel alone.
1. Man of Medan [2019]
The Dark Pictures Anthology is a series of stand-alone, branching cinematic horror games that can also be played online with a friend. In Man of Medan, five friends set sail on a holiday diving trip that soon changes into something much more sinister.
Man of Medan – the first of the bunch – remains my favourite, not because I didn’t enjoy the others, but because the premise of the game lent itself so perfectly to the shared experience. Once again, it is difficult to express the particulars for spoiler reasons, but trust me when I say that if you are still blind on the series and are interested in Shared Story mode, try it out for this one at least.
The truth is, even the bottom of my list offered a super fun time with my friend where we got to discover a story in a way that no other game offers. Shared Story Mode – despite its flaws – is a gem of an experience and I really hope that Supermassive manage to succeed in their Season 2 goals. The only other studios that I can think of that play within in this space are Hazelight (A Way Out/It Takes Two), using the narrative but using a lot of split screen, and Total Mayhem Games (We Were Here) which is much further into the puzzle genre.
Resisting the urge to buy a trailer and a bunch of books irl as we speak.
Tiny Bookshop
Developer: Neoludic games
Release Date: To be announced
Leave everything behind and open a tiny bookshop by the sea in this cozy narrative management game. Stock your tiny bookshop with different books and items, set up shop in scenic locations, and run your cozy second-hand bookshop while getting to know the locals.
Tiny Bookshop is a cozy management sim about running your own portable bookshop from a trailer on the back of your car. I can’t express how pleased I was that the peaceful atmosphere was complimented by engaging systems, allowing me to live a fantasy that I never knew I had.
The game is not heavy on the management systems, or at least not from my time in the demo. This, in my opinion, is a good choice, allowing the player to fully absorb into the relaxing vibes. I didn’t feel the need to min-max everything, optimising my shelves in an attempt to wring my customers dry. Instead, experimentation felt key in these early stages.
On a daily basis you are able to manage your inventory, decor and location in order to sell as many books as you can in the most aethetically pleasing way posible. The books that you place on your shelves determine the chance that a customer will find a book that they like in the given genre they are looking for. If they successfully find one, they will continue looking, picking up books until they find no more that they like. While this is of course RNG, it feels so clever and realistic to the shopping experience. Sometimes you will go into a shop with something in mind and nothing speaks to you, or sometimes, you will find way more than you expected. Throughout the day as your shelves get depleted, it will naturally be less likely that your customer will find the book that they are after, but there is still always a chance.
Although it is RNG, we can affect the outcome somewhat with the choices we make and it still feels very nice when you succeed. In my case, one lady picked up 10 books. That was 10 coin flips in a row, except luckier as the 50% chance got lower every single purchase.
If the pleasing aethetic and breezy management wasn’t enough, there are more mechanics to the game. Visiting different locations is essential to build up your knowledge of the area. Meeting people will give you leads on new areas and events in the town. Reading the paper will allow you to buy more books as your stock runs dry, as well as decorations. I love the inclusion of the paper, not only as it narratively makes a lot of sense but it is also, on purpose or not, makes the game even more ‘feel good’ by being an eco-friendly business.
Finally, every book you have on your shelf is an actual book, written in real life. Chances are, you have read some of them. One fun way that the game plays with this is that throughout the day, customers will ask you for recommendations. They will tell you a genre, mood, preference, or specific things that they want or don’t want from a book. Then, it is up to you to scour your shelves, reading the descriptions to find a good match. Of course once you sell the book it is gone, so if you think that you have the perfect match for some one, you ought to hope no one has snatched it up in the meantime.
I went into the Tiny Bookshop demo expecting a pleasant way to pass half an hour but I got a lot more than I expected. It is an instant wishlist from me while I look up the price of trailers and have a peak at Facebook Market Place for book bundles, contemplating a pivot to a travelling librarian.
Demo Length – 30 mins At a glance + More to this game than I expected, while not being too complicated. + Aesthetically pleasing. + Lo-fi vibes. + Especially fun for book lovers. + Recycling. + Bookshop fashion.
Clean up ocean waste in this relaxing & satisfying cozy game! Recycle, earn coins, upgrade your boat, repeat! Explore and clean up new areas with more waste and new challenges!
Spilled! is a breezy 10-15 minute demo that I recommend checking out if you enjoy flow-state, meditative games.
Upon booting up the game I was greeted with a very wholesome screen with a small amount of information about the developer. They are creating this game after leaving school to follow their dream, living from their savings while living on a boat! I honestly would love if more indie games would do this as I immediatly felt more of a connection knowing the story behind the game. This isn’t the entire reason for the recommendation of course. The game is zen, therapeutic and ran smooth as can be.
In Spilled! we take control of a boat, driving around clearing spillages and plastics polluting the water around us. The more that we collect, we can cash it in to buy upgrades for our boat, allowing more efficiency in our cleansing operation. The more that we clear the waters of the litter, the clearer they get in colour, giving us the real time effect of the efforts we are making and we can collect wildlife along the way.
Lente the developer, is very transparent about the goals of her project. This isn’t going to be a long game, but it is clearly made with love and I hope that the game sells well when it gets a release, allowing her to move onto further projects!
Demo Length – 10-15 minutes At a glance + A meditative experience. + Very pleasing on the eye. + Cleaning rather than fishing fits the wholesome feel. + A solo developer with an interesting story. +/- It is going to be a short game.
Death Trick: Double Blind is a detective visual novel. And it is a very good one. There has been a murder at the travelling circus and it is their last day in the area. We have until the conclusion of their big show tonight to solve it and it is up to us to use our time wisely.
This game was satisfying on both a narrative and mechanical level, the game-play providing a fantastic spin on the genre while the characters played a large part in populating this colourful world.
In Death Trick, we play as dual protagonists. A private detective hired to investigate the case, and a magician, here to ensure that the show goes on. Through both of these characters we get to know the cast of the circus from both an outsiders perspective and within.
The game is played in hourly blocks. First, we play as the magician, behind the scenes of the circus getting ready for our big performance. We are under cover as the famed murder victim herself, meaning that not only do we have to work to be accepted by our peers but we must avoid public areas to keep our performance a surprise. Then, we play the same hour as our down on his luck detective, re-orienting himself after a nasty black-out. As an outsider, we are not allowed into the behind the scenes sections, catching the entertainers for a word in the public areas between their performances.
Conversations are made using Action Points. Every hour they refill, and it is up to us how we use them. As we chat to different characters we gain topics and evidence that we can then question them about. Each question takes up an action point so you really want to take care to ask the questions that matter. Scouring environments for clues and calling out contradictions also use points. You can’t talk to everyone about everything, so a huge part of the game play is prioritising your questions, deciding whether you want to chase up every lead immediatly, or get to know a character in ways which may or may not get you closer to solving the mystery.
The circus setting is pleasing, the cast are colourful to say the least, the currency of points adds an angle of puzzle and the dialogue, as well as the mystery itself are well written, entertaining to read and easy enough to follow along. The music sets the scene, the art is evocative and does a good job visually presenting the characters personalities and styles alike.
I discovered two things playing this game. One is that I want more games set in a travelling circus. The other, is that I want many other games that follow this structure, set in their own weird and wonderful locations and telling their own fantastical stories with their own cast of characters. If any of this sounds appealing to you then I would urge you to give the game a go for yourself.
Developer: Misty Mountain Studio Publisher: Neon Doctrine Release date: 12 March 2024 Average Playtime: 7 1/2 hours Available on:PC, Switch
I’ll be your newly hired guy in the chair. How can I help you today?
The Operator
Developer: Bureau 81
Release Date: 22 July 2024
Welcome to the FDI. As our newest Operator, your role is to use your detective skills to assist our field agents and investigate mysterious crimes. Use cutting-edge FDI software to dig for clues, solve puzzles, and uncover the truth.
In The Operator, we take control of a high security computer, using the tools available to us – such as a person database, evidence files, photo and video analysis and more – to assist the agents that are out in the field.
I have played a few games that take place within a computer interface and I am thoroughly impressed at how this particular game has implemented it so far. In order to recieve files to investigate we communicate with agents via phone call. These are fully voiced and continue running regardless of whether we are listening intently, or furiously doing our own research in our other files. It is all transcribed and logged in-case you need to re-read and the dialogue itself feels natural and easy to follow.
At it’s heart this is a puzzle game. We are provided with information and questions, and it is up to us to solve the query, whether it is as simple as finding someone’s last known address, or a little more complex like pointing out discrepancies in a victims testimony. A notable point is that we don’t loose access to the previous case we were working. I am very curious to see how far they take this. Can you imagine the web of mystery that we could uncover, finding minor, seemingly unrelated details that weave together further down the line, unravelling a mystery that we didn’t even know we were trying to solve? Someone get me a corkboard and some string!
While the demo is brief, it told me everything that I need to know about how The Operator plays, showing that I am not in for a railroaded experience and will be required to use my brain in detective-like ways. Not only that, it laid plenty of ground to get me feeling very intrigued. The opening minutes of the game set a scene that is unexpected for a computer based experience, and the final minutes confirmed that there is more going on than meets the eye.
Demo Length – 30 mins At a glance + Polished. + Allows player freedom. + An unexpected but intriguing mystery. + Potential for some complexity. + Very user friendly. + Good voice acting and dialogue.
Here you can find all of my coverage of the Summer Game Fest 2024, including shows like Guerrilla Collective, Wholesome Direct and Steam Next Fest June 2024.
I already wrote at length about my first impressions of 1000xRESIST. Instead of rehashing that, I am going to talk about what I consider to be the games strengths. I would also talk about the weaknesses but I honestly have difficulty finding any beyond the slow start that I mentioned in those impressions.
The more you try to recommend this game to folk, the more you realise how difficult it is to define the genre. There is a surprising variety of touchpoints for comparison, but every similarity I point out is usually a specific tone or mechanic, rather that the game itself being similar to any other. Here, I want to talk about what this game does, and why it works for me.
+ Scope
I often wonder how people come up with stories like this. But then I read something from an AMA with the developers. This game is a fantastic example of using what you have to inform what you do.
A question was asked about what birthed the idea using clones. There were two answers, one we will get into later, but the second one stood out to me.
“The other thing was SCOPE. Yes, it meant we could focus on making the character model that we had, better!”
It’s fascinating how a creative decision so important can stem from such a technical, meta reason. I personally find that given all of the freedom in the world, my work will often be weaker than the work I had to do under restrictions, which could be why this resonates so much. Scope takes discipline, and while they could have decided to spend more time creating more characters, they made it a core part of the story, giving them more time to focus on the intricacies of the world they were building.
Thinking of it this way, it begins to dawn on me that there are a lot of reused environments too. Many of the places that you go, you will see again for one reason or another. However, there wasn’t a single visit to any of these locations that made me feel sick of them. It never got tiresome. Every revisit was repurposed so carefully that suddenly, fewer environments become a blessing, allowing me that familiarity that makes me feel more involved in the story.
+ Nature vs nurture / themes
Nature vs nurture is something that has always intrigued me. It’s not something that can ever be researched ethically, but the questions remain ever fascinating. How much of a person is in their genetics, and how much is their circumstance? What would the best of us be driven to under difficult circumstances? Could an evil person have been good? Is everyone capable of anything? Is anyone capable of everything? We will never know and it makes for an extremely rich setting for a narrative to explore. One thing that no one can deny is that we are influenced by the people around us, no matter how much we want to be, for better or worse, and that is explored well here.
There are two reasons why we wanted to look at clones! One, was getting to explore the classic thematic of nature vs. nurture. How much of how we turn out as human beings is because of things we don’t understand?
The game also took on many tricky themes that could very easily have been too much. Generational trauma, oppressive regimes, faith, sacrifice, ends justifying means, intent, justice. It was a lot, but never too much. Everything was handled with care and in a world where everyone is waiting for the next thing to be outraged about, I found the game handled everything with class, giving no ammunition to the folk who try to drag things down. Equally, it felt like a safe space to consider these delicate topics without judgement.
+ The Writing
As I mentioned in my first impressions, I didn’t like the writing at first. However, once I got used to the rhythm of the speech of these characters, I was finishing their sentences. I when I finished the game, I couldn’t remember the specific lines in some important moments, but I could hear their rhythm like a melody stuck in my head. And it’s believable. No one talks like this, but they do. It is another one of those bold choices that went well because they rightfully have confidence in the excellent quality of their storytelling.
+ Everything Audio
The music goes a long way to setting the atmosphere of this game. Every time I sat down for a session, hearing the melancholic tones had me immersed immediately, whether it was light, sombre melodies or a little heavier.
The voice acting is another auditory factor that solidifies this games identity. There are so many characters, all so similar and yet so different. The hushed tones, words spoken so softly yet carrying so much weight. It is all so intentional and commendable. The voice acting also contributes to the rhythm of the speech as mentioned above. Without it, I am not sure the game would have bled into my thoughts the same way that it did.
+ Visuals
The game does not have ‘impressive’ graphics. As in, don’t come here for photorealism or next gen aesthetics ala Hellblade. It is stylized. Sometimes, particularly walking around the hub area, the textures felt a little PS3 to me. However, I think any reasonable gamer, and particularly indie enjoyers, can accept that photorealism is only one choice in a medium that can achieve anything, and beauty can be created in other ways.
What this game does have is very impressive art direction and cinematography. It is ambitious in its style in every way except perfection. Colour is already an in game concern, but the use in a creative sense, alongside lighting, can be striking. Whether you are walking around a corner into a set piece, or being guided by a cutscene to see something new, the developers clearly had a vision and they did everything they could to put that on screen, succeeding with flying… colours.
+ Balance
1000xRESIST contains a huge, winding story, the likes of which is very rare to be told so comprehensively within a 14 hour experience. The reason that it is done so well is the balance achieved in the conceptual phases as well as the execution. This story is about disaster. It is about eras. Civilisations. But it is also about people. Individuals. It is about things much bigger than we can possibly comprehend, and it is about the nuance of being human within that. It never loses sight of either of these things.
+ Attention to Detail
Just because the scope was kept in check, that doesn’t mean there is a lack of anything. In fact, that is most likely the very reason that the game contains the density of detail that it does. Again, I am not talking about the textures or foliage. I am talking about continuity, and the stories that are being told indirectly throughout the entire game. It is worth looking around and talking to everyone that you find. You never know who or what will make a huge difference down the line. While it isn’t the focus of the story, I find there to be a bit of butterfly effect between the lines and it is really neat to identify the triggers that may change the course of history, no matter how small they seem at the time.
+ Respecting the Player
Possibly the thing that I found the most impressive above all else is the way that I felt respected as a player. In my initial impressions I complained that I felt I was supposed to care about something I had no understanding of or context for. I understand that decision a lot more as I have made my way through the game. The developers trust that you will come to understand, without any clumsy exposition dumps or codexes. We learn through experience, exploring the environments we are in, and observation. It is no coincidence that our main character is called ‘Watcher’.
Of course, there is exposition, there has to be, but it is weaved into the game so well that I never begrudged it. In fact I welcomed it as the more that I found out, the more that I realised I still wanted to know. There is even an exposition device written into the story in the form of communions, allowing us to learn about the history of the game world alongside our main character.
I felt respected in another way too. Throughout this whirlwind of heavy hitting themes, I never once as the player felt that I HAD to feel a certain way. These characters are flawed. They make mistakes, mistakes that we are making with them, whether we believe it is a good idea or not. Never once did the game then shame you for what you have done. It provides opportunities to think, but it never does the ‘What have you done?! You, the player, you did something despicable’ thing that some other games do. It could easily have gone down that route but I am very grateful that it did not and as a result it is a richer experience.
1000xRESIST appeals to the part of me that loves YA dystopian fiction. There is nothing wrong with that, but it also somehow feels very reductive. I think what I ultimately mean is that this is not going to be for everyone. For me, it came out of the blue, infecting my thoughts both in and out of the game for a while, but not everyone will have that experience. I think it is important to temper expectations, especially if you aren’t going in as blind as I did.
If anything that I have wrote sounds interesting to you then there is a good chance you will enjoy the game, but be aware that this is an immersive, experimental, narrative based experience. If that isn’t your jam then I don’t necesserily think this is the game that could convert you. My recommendation to everyone is that if you aren’t feeling the beginning, just like I wasn’t, try finishing the first two chapters and see if it grabs you. If it hasn’t by then it probably wont but that is a good amount of time to see some of the variety of storytelling on display.
One thing I do know is that I am not finished with this game.
This is a game about breaking barriers. Some characters giving their all to destroy them and some giving their all to stop them. But also the developers, creating a game that I can’t ever imagine a large studio having the courage to try. It is unconventional, it nails what it is going for, it is a breath of fresh (and emotional) air, and as I said in my impressions post, this is what indie gaming is all about.
Hekki Grace.
TLDR: + Scope + Themes + The Writing + Everything Audio + Visuals + Balance + Attention to Detail + Respecting the Player
Centuries of experience brings centuries of baggage.
Vampire Therapist
Developer: Little Bat Games
Release Date: 18 July 2024
Guide vampires through centuries of emotional baggage, decades of delusions and the odd bout of self-loathing with real cognitive behavioral therapy concepts and become a Vampire Therapist! Even vampires need a shoulder to cry on when a neck to bite just won’t do.
Vampire Therapist caused my brain such conflicting opinions that despite the game not feeling entirely for me, I had to write up some impressions. Generally, if I don’t completely vibe with a game then I don’t do a write up as indies need all the help they can get, deserve all of the love, and if a game is not for me that is ok, it is probably for someone else. This demo, just like life, had its peaks and valleys, and once I got to the summit I just wanted to shout about it, despite the trudging I felt I had to do to get there.
The complication with writing about my valley is that it is all about the tone of the game, which of course is entirely subjective. Horniness around vampires feels like a well established trope at this point, and while I believe it is supposed to contrast with any more serious tones occurring, I just personally didn’t find it endearing at all. If anything, it was a little off-putting. However, once I reached the meat of the game, it felt worth it.
Vampire Therapist is a visual novel where we play as Sam, a vampire with a mission to help other vampires. Over his centuries alive he has met a few people and learned some things. He is now ready to pay it forward under the mentorship of an already established therapist. While part of me expected a meme game, it didn’t take long from this point to provide me with legitimate profound moments, suddenly making me want to take it a whole lot more seriously.
As Sam is chatting to his new mentor about himself, you are taught about certain thought patterns that can occur – generally unhelpful but sometimes involuntary habits that you may not even recognise that you are doing. The aim of the game is to recognise when your client is expressing these behaviours, identifying which it is and calling them out on it. In the demo I spoke to two clients, and since then I have also caught myself doing almost every one of these same behaviours in real life. That is what flipped my opinion of the game and made me want to play more despite not enjoying the rest of the style very much.
Anyone who has ever had therapy before knows that therapists can’t solve your problems. What they can do is give you a safe space to address things, and share tools, growing your own toolbox so that you are better equipped to deal with the challenges that face you. I feel like, so far, the game represents that really well.
Overall.. I could be bitter, deciding not to play or recommend the game as the tone is not catered to me. OR, I could take the parts that resonate, let go of my control fallacy enjoy the game for what it is, which for me is a thought provoking environment to practice healthy habits through entertaining stories.
Demo Length – 1 hour At a glance + Could help teach habits of checking and identifying your own thought patterns. + Very forgiving, these is no failing. + Centuries old characters have so much opportunity to have interesting stories. + Fully voice acted. + Recurring characters. + Treats therapy respectfully. +/- The tone.