Sentient

Sentient

released on Dec 31, 1997

Sentient

released on Dec 31, 1997

You are sent to investigate an outbreak of radiation sickness aboard the space station Icarus, but once aboard, you realize your primary objective is the least of your worries. The captain has been murdered, an assassin threatens a visiting senior Senator, and a power struggle arises as the station careens toward the sun. Save yourself, or save the ship? Sentient's main feature is the artificial intelligence controlling multiple individual crew members aboard the station, each with their own assignments and behaviors. You interact with the AI characters through an elaborate parser interface, which allows you to ask them everything from the location of a vital piece of equipment, to their opinion of another member of the crew. To succeed, you must take advantage of the crew's help through this social system.


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This is a very underrated gem from the PS1 era. I need to play it again but I also need someone to either do a remake or a sequel. It'll never happen but a guy can dream. Until then, I'll just keep going down with the station.

Such an awesome premise, which would work even better with today's technology, and especially in VR. Too bad this game is a long forgotten hidden gem and not likely to get a sequel or a remake.

A bizarre and obtuse thing that I cannae imagine playing without a guide. There's a cool premise here, and later stuff that crops up is interesting, but everything about it feels like you're oil wrestling while an invisible clock ticks down. I had alarms blaring and lights flashing while I struggled to navigate conversation branches to just ask a dude what was happening, then the station fell into the sun and the game gave me a score of 27. Apparently that was one of 12 or 13 possible endings.

Reading a guide is just you being directed to different floors and rooms to talk with folk, and I don't see how you could know to do any of those unless you were hunting down every single NPC and asking every single iteration of dialogue options, which could take hours. Hours you don't have unless you want to do seventeen playthroughs.

I really liked the vibe of it all at the start, but it quickly became so frustrating to just interact with. A real shame, because I feel like some tweaking could have resulted in a wee hidden gem.

I will give it props though for the difficulty select screen. Three sliders.

Ship Simulator
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Disease Spread
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Respect for Player
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