Reviews from

in the past


Holy hell, what a beautiful and tragic story. I don't know what I was expecting, but I was blown away!

South of the Circle tells a well-written, affecting story of the relationship between two university academics, relived in the memory of the protagonist after a plane crash on the way to a research expedition to the Antarctic, alongside also following his attempts to find rescue from the crash. Gameplay is mostly very light, with the core mechanic being dialogue choices through choosing the 'mood' of a response rather than specific lines (for example, fear, empathy or enthusiasm). It's a system that works better than I honestly expected, though only a handful of these choices are actually meaningful to future events.

While it's perhaps disappointing that a greater degree of branching isn't possible, that's arguably outside the scope of what the game aims for and at the overall end, even if the differences in events don't account for much of the time that we see them playing out, they still feel quite deeply meaningful. This isn't a game with particularly lofty aims, but what it attempts it makes a laudable success of.

This review contains spoilers

Loved the game up until the ending, which was a real let down for me.

This review contains spoilers

Este juego es más bien una película interactiva de 3-4 horas en la cual principalmente se te presentan opciones de diálogo e interactúas con cosas de forma muy limitada; sin embargo, como experiencia es increíble.

La historia, ambientada en plena Guerra Fría, toca temas como las relaciones de poder, la desigualdad de género y la masculinidad. Los personajes se sienten muy humanos gracias a la excelente actuación de voz y lo natural que se siente el diálogo, con un guion muy bien escrito. El estilo artístico es minimalista pero las animaciones de los personajes le añaden cierto realismo por lo bien hechas que están. La música es notable y funciona muy bien con cada momento del juego. Lo negativo es que el personaje parece un tanque y se siente demasiado lento, pero no es algo que arruine la experiencia. Por otro lado (y aquí SPOILER), el final básicamente anula todas tus acciones y decisiones y no puedes evitar sentir que te engañaron (aunque el final igual se trata de ello, así que supongo que es apropiado).

De todas formas es muy buen juego y genial para cerrar este año, el cual recomiendo totalmente si te gusta lo más narrativo.

This is an interactive movie, not really a game. The story is well told. The voice actors did a great job, there appears to be lots of animation and the transition between past and current time was a good choice. The story is supposed to be somewhere in the 60s where Cold War is a big topic, women are not treated fairly wrapped up in a love story with an ending you can’t change. Personally the story gave me feminist vibes, masculinity is bad, lots of guys are in on it etc. Even though it’s realistic and it could have happened at the time, it’s cliche and also kind of hard to believe. It focuses on the negative aspects in exaggerating ways in a way to influence your believes about certain topics indirectly. I’m personally so over that and might be more sensitive to it compared to others. Also the icons were confusing. You get different dialogue choices by selecting icons and I can make a guess what they mean, but nothing definitive. I just found out there’s a tutorial after reading someone else’s review. This should have been explained while you were playing and not hidden in a menu somewhere.

Anyway, it’s definitely worth experiencing for the performance alone if you care about stories and are fine with very minimal gameplay. It took me 3 hour and 17 minutes to complete it. I kept thinking about it and wanted to see how it ends.


A well written and strongly performed narrative game, that explores the connections between masculinity, fear of looking weak and how they bleed into all aspects of life where men hold power and authority.

Short indie game from Britain. The story is interesting but failes to evoke deeper emotions. Not enough player influence on the story. Beautiful art style. The transition between Peter's adventure in the antarctic and his memories is beautifully executed and very interesting from an artistic point of view, but in the end no part of the game is good enough to warrant a 4 or 5 star review. Nothing groundbreaking, but an interesting experiment.

lindo. a arte, trilha sonora, história e transições cinematográficas... sem dúvida um dos jogos ja feitos! me identifiquei com esse coitado em algumas partes

7/10
Let's start with the fact that this is an interactive novel, most of the scenes here are everyday dialogues that minimally move the plot forward, you will just chat with a girl, friends, boss, in flashbacks, and, at the same time, sadly walking or looking for help in the snow in real life, for such a "indie" game, the animations are great, there is even facial expressions, the picture is minimalistic, but at the same time providing a sufficient amount of detail,
But there are problems in the gameplay, who even came up with such a design of the selection buttons?, they give you 2 circles, in 1 some square, in the other some kind of triangle, and what should I understand from this?)What emotion does the little purple square at the bottom represent? They seem to write us the characteristics of the circles at the beginning of the game, but after 5 minutes they stop, and I just didn’t have time to remember, and I didn’t immediately understand that they are different, because the usual qte is also done badly here, no way it" intuitively clear", unclear enough just to press or you need to hold the button, but still the developers have foreseen such difficulties a little, in the menu you can press "help" and see the descriptions of all the circles, but again.. Firstly, you won’t immediately think of it, the second - it`s still difficult to remember which minimalistic picture is responsible for what,
Because there is a bit of laziness, because the plot is also quite banal, we have a love story and career of a scientist working at a university during the Cold War.
In general, a very specific product, but for a mobile game, which it was before the release on Steam, it is very worthy.

Subscribe on my Steam Curators page: https://store.steampowered.com/curator/41977550/
/
Начнём с того, что это интерактивная новелла, большинство сцен тут - это бытовые диалоги, минимально продвигающие сюжет вперёд, вы просто будете общаться с девушкой, друзьями, начальником, во флешбеках, и, параллельно немного печально идти, или ехать в поисках помощи в снегах в реале, для такой "индюшной" игры анимации сделаны великолепно, тут даже мимика лиц есть, картинка минималистичная, но при этом предоставляющая достаточное количество деталей,
А вот в геймплее есть проблемки, кто вообще придумал такой дизайн кнопок выбора, вам даётся 2 кружка, в 1 какой-то квадратик, в другом какой-то треугольничек, и что я должен из этого понять?) Какую эмоцию отражает маленький фиолетовый квадратик внизу кружка?) Нам вроде пишут характеристики кружков в начале игры, но уже через 5 минут перестают, и я просто не успел запомнить, да и вообще не сразу понял, что они отличаются, потому что обычные qte тут тоже сделано плохо, ни разу не "интуитивно понятно" достаточно ли просто нажать или удерживать кнопку, но всё-таки разрабы немного предусмотрели такие трудности, в меню можно назвать "помощь" и увидеть описания всех кружков, но опять же.. Во-первых не сразу додумаешься до этого, во-вторых всё равно сложновато запомнить какая минималистичная картинка за что отвечает,
Потому что и лень немного, ведь сюжетец то тоже достаточно банальненький, у нас есть история любви и карьеры учёного, работающего в университете во времена холодной войны.
В общем, очень специфичный продукт, но для мобильной игры, коей она являлась до выхода в Стим, очень достойно.

Overall I really liked it. I think the ending could've used better closure but the story for the rest of it felt so natural like a moment picked out of time.

historia muito foda e atuação incrível.
o gameplay é meio monótono e o final confesso q foi um pouco frustrante (apesar de ter motivo)
só q toda a narrativa fez valer a pena jogar

Good voice acting, good characters, good story. I also didn't mind the fact that choices didn't really make any difference in terms of how things went: what I liked was the chance to see what the character felt, through those choices. In a way, it is something that only this medium can do through some simple game design ideas. What I didn't like though was the ending.

One aspect that the game explored well in the first two and a half hours was the relationship between power, toxic masculinity, and how these two elements ultimately shape the mind and behaviors of an individual. They determine to what extent one can prioritize oneself over others. The historical context of the Cold War is excellent, and the inclusion of a discourse on women's rights is highly fitting in addressing the theme of power.

Unfortunately, for reasons I'm not quite sure of, the decision is made to undermine the connection between choices, attitudes, power, culture, and social relationships by revealing that the protagonist lies to himself even within his own memories, trying to remember his past under a different light (maybe a better one). Apparently, what is said and done never corresponds to the truth. Yet, this is something that has no impact on the entire game, is not significant for any of the themes explored, and I absolutely do not understand the significance of this kind of unreliabilty. In the last half hour of the game (quite a significant slice, considering the game is barely three hours long, and very short at the same time since it develops suddenly and too fast), the focus shifts completely, destroying everything that was being built up to that point. I can't help but think that perhaps the protagonist behaved, throughout the many events in which we were involved, modeling himself after his father or something like that; unfortunately, even if that were the case, the execution is horribly superficial. And it's a shame, especially considering that there are some moments where the transitions are truly impactful in revealing the character's past: in my opinion, they could have been the real strength of the entire game and yet they were not explored enough

The Cold War was a rough time, and you really feel it in the South of the Circle. You play Peter, a British scientist struggling between love, his career, and being stranded in the Antarctic during one of the most strenuous times with Russia. Peter is a climantologist and ends up meeting a Scottish woman, Clara, who is protesting the war. He ends up torn between her companionship, his career, and the present times of him stranded at a remote research station trying to find rescue.

I don't want to spoil the story because that's all that South of the Circle has going for it and is the only reason to keep playing. There is almost zero gameplay outside of pressing buttons for dialogue choices. These come in the form of emotion bubbles that range from neutral, scared, sad, happy, and so on. I don't quite know if this effects the overall story path, as my choices almost seemed to not matter. As Peter is talking to people, a bouncing red ball means a scared response. A blue ball hanging low means a sad response. A sun icon will make Peter respond joyfully, etc. These come up pretty frequently, so you're always pressing something. Occasionally, you can move Peter around and interact with the rare object here and there, but that's all there is to it. There are no puzzles or anything like that.

You follow this linear path of Peter trying to find people at this station while seeing flashbacks. You start in the middle, and as you move forward in the story, the flashbacks start from the beginning. It's very entertaining, and I was interested in the story until the end thanks to the well-written dialogue and fantastic voice work. The visuals are striking in the sense that they almost look rotoscoped. There is motion capture for this minimalistic style of art, and it's quite captivating.

The entire game is a linearly scripted adventure and lasts less than four hours. It's a bit longer than most super-short story-driven walking simulators, and the excellent writing will keep you hooked. All of the characters have depth, and you actually have feelings for certain characters, despite some having only a short time on screen. Scenes can get intense and emotional, and you can feel the dread that Peter is facing in his struggle for survival. It's just so well done, and it's sad there isn't more gameplay attached to it. It's one of the better walking simulator stories I've finished in recent years.

Overall, South of the Circle provides an entertaining, well-acted, and well-written story and script, but the lack of gameplay makes you question whether this is just enough here to be an excuse for a game. The art is fantastic, and the motion capture is enticing. I wish the dialogue choices were a little more obvious about what they did or if they changed anything at all.

South of the Circle was a good game. I enjoyed the story and the way it was told and was surprised by how tense the game got towards the end. Despite seeing a trailer for it, wasn't sure where the game was going to take me. I'm glad I gave it a shot.

Man this game is almost one of the best visual novel type experiences I can remember. Fully voice acted and written with a wonderful script, South of the Circle comes across like a mini series or long movie. A duel timeline story, one taking place in Antarctica and one in the UK, take you to interesting setting. The performances and score hard carry this story, I can’t think of a single character who acted pooorly. While the art is fairly straightforward it’s still a strong point. Two things stood out to me as a negative, first being the gameplay is extremely minimal, second being the ending is going to be very divisive. Overall one of the best story’s I’ve played in 2023. Great addition for Apple Arcade

História e montagem muito interessante, mas a interação é praticamente zero... funcionaria melhor como uma animação ou filme.

Wonderful art direction throughout. There are many, many interesting compositions and visual ideas that evoke screen printed artwork. I wasn't super interested in the plot, which concerns a struggling academic and the cold war, BUT the performances and dialogue writing were often great.

A really accomplished work of interactive fiction. I'll stay away from calling South of the Circle a "game", because in a lot of ways it isn't one at all - even interactive fiction feels like the wrong term, because what South of the Circle is really is a playable movie. This game tells a story of a climate research scientist stranded in Antarctica in the height of the cold war, exploring the desolate snow to find help for him and his injured pilot - but as this story unfolds you also play/watch/click through earlier memories of your character's time in Academia at Cambridge University and relationship with a Scottish woman called Clara.

Each story has something of interest, one has suspense and intrigue and the earlier memories are a more human affair - and through both are the underlying currents of Cold War tensions. The best aspect by far however are the voice performances which are genuinely fantastic for a video game.

As for the "gameplay", you input very little into South of the Circle. Dialogue options are QTE-esque button prompts, often with a choice of tone and occasionally an actual choice of substance, and between the conversations you might have to navigate forward or to objects of interest in small rooms... and as far as interaction goes that is it. I played SotC-wait, that acronym is taken. I played South of the Circle holding the controller only in one hand for 95% of the game because it just wasn't necessary to use both siders of the controller at the same time. So, be warned, if you're looki9ng for a game this is not it - but if you want a 3hr interactive experience in an emotional and tense cold war drama, then that's a very niche desire but this is exactly it.

This review contains spoilers

I generally can get into a visual novel, interactive fiction, walking sim style game. But this one really didn't do it for me.

The story setup is great, and the opening sequences are quite interesting. The game starts to fade very quickly though. During pivotal moments of the story, you as the player interact with some emotion bubbles above the character which dictate how the following scene will play out.

Unfortunately regardless of what you pick, the story is predetermined. You can blindly pick whatever response you want, and the "game" will continue on its predetermined path. Now, I understand that the creators had a story to tell, but why give the player any illusion of choice? It doesn't really make sense to me, and ruined my enjoyment with this game.

I finished the game, it's 2-3 hours total. The story ultimately isn't that interesting, nor are the characters.