A sci-fi adventure into space station management, mysterious radio messages, motherfucking AIs, sociopathic people in charge, and finding one's true self in a galaxy way too far, far away. How far is far enough?
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A superb example of good mechanics. You won't be surprised by the 'routine gets established and then disrupted' storytelling, but it gets better. It also shows how to use the manual style of technical puzzles without it becoming work (looking at you, Zachtronics).
I am not sure if I like the ending, it feels very indie game-y to me and while it felt very good at first, it faded out to become a question mark similar to The Suicide of Rachel Foster.
But still, it's a beautiful rendition of the emptiness and solitude of space, and sometimes being unlucky.
I am not sure if I like the ending, it feels very indie game-y to me and while it felt very good at first, it faded out to become a question mark similar to The Suicide of Rachel Foster.
But still, it's a beautiful rendition of the emptiness and solitude of space, and sometimes being unlucky.
(review da steam//antiga)
Inicialmente aparenta ser só um jogo de puzzles em confinamento, mas logo a história engata e o jogo começa a se conectar emocionalmente com você, e os personagens começam a se tornar cada vez mais humanos, mesmo um deles sendo uma IA. O jeito que eles usam da viajem no tempo é um tanto refrescante considerando o quanto esse tema ja foi explorado e saturado por outras mídias. Além disso tudo tem ótimos dialogos e uma arte magnifica, um dos meu jogos favoritos e com certeza valeu a pena ter comprado, so queria não ter demorado tanto pra começar a jogar.
Inicialmente aparenta ser só um jogo de puzzles em confinamento, mas logo a história engata e o jogo começa a se conectar emocionalmente com você, e os personagens começam a se tornar cada vez mais humanos, mesmo um deles sendo uma IA. O jeito que eles usam da viajem no tempo é um tanto refrescante considerando o quanto esse tema ja foi explorado e saturado por outras mídias. Além disso tudo tem ótimos dialogos e uma arte magnifica, um dos meu jogos favoritos e com certeza valeu a pena ter comprado, so queria não ter demorado tanto pra começar a jogar.
Still There is a sci-fi point-and-click, which flirts heavily with very serious themes, such as grief and the search for identity. We play Karl Hamba, a man who has lost his daughter and who, in order to forget and to forget himself, has taken a job in a 'galactic lighthouse', far from Earth. This loneliness, the alienation he experiences and the relationship he has with the station's AI are reminiscent of Duncan Jones' Moon, with a somewhat inverted premise. In any case, Karl leads a routine and excessively uninteresting life, until he receives a distress message from a ship lost in his sector. A whole series of events unfolds, revealing the truth about Karl's presence on this station. Like an old-school point-and-click, Still There has its share of puzzles, some of which are particularly tricky. They are not necessarily unsolvable puzzles that don't make sense, but they do require a certain amount of concentration and the effort of reading the station's manual (the oxygen leak puzzle is particularly tricky). On top of that, the story is itself a puzzle: the search for a way to mend a broken soul that no longer has the strength to love. Still There takes a surprising direction, stating that this is impossible, but without necessarily having a pessimistic tone. Time does its job and eases the pain, but nothing will be the same as before. The title enjoys a quality art direction, both with the neat retro-futuristic settings and the soundtrack that accompanies the dialogues very effectively.
Still There asks the question of the most intense mourning and the necessary empathy. How to live with a heart reduced to shreds? Should one flee? But then, how far should one go? In any case, all the time we spent together will remain.
Still There asks the question of the most intense mourning and the necessary empathy. How to live with a heart reduced to shreds? Should one flee? But then, how far should one go? In any case, all the time we spent together will remain.