Reviews from

in the past


Pretty barebones but has its charm. S/o to cats always. I think this game accomplished what it set out to do. Worth the quick playthrough.

Милая новелла, толкающая на размышления о смерти и её значимости.

A short game about a girl who wakes up on a train ferrying the dead to the afterlife and finds a life worth living in the process. Not much gameplay, you just talk to people and creatures to gain multiple perspectives on their own deaths.

Short and sweet, but also has some darker elements with the whole death aspect. Some conversations made me tear up a little. The art is adorable especially.

The cat won me over though, so much so that I had to draw a little piece:
https://steamcommunity.com/sharedfiles/filedetails/?id=2707237745


Um joguinho bem simples que merecia mais atenção. A história é bem bonita e tem uma mensagem muito importante pro mundo atual, envolvendo vida e morte, suicídio, entre outros tópicos. Recomendo para todos.

Okay so........ For a game marketed as "a experience, a heartwarming story, and a love letter to all of you who think you're a burden for other people", it sure wasn't any of those things.

Calling it "a experience" really sets the tone because the grammar in the English version of this was so distracting that the ~fantasy~ was shattered before the "game" even started. There was a mistake literally every other sentence. I don't know what the original language for this was, but with there being several language options I'd assume the language selected would be grammatically correct. But it wasn't. Like I'm actually flabbergasted that this game was released the way it is. Wouldn't grammatically correct text in a game be considered the absolute bare minimum? Like, art is subjective. Language isn't. Idk what the fact that this is bugging me says about me since no one else seems bothered by this but lmao anYWays,,,,,

"Features:
- A short heartwarming story that will stay in your heart and memory
- A personal journey of learning how to love yourself
- A tale filled with love and comedy
- Colorful art to accompany your journey in the train not bound for the living
- An easy to pick-up gameplay"

The only thing it lives up to is easy to pick up gameplay.

The art is giving... Not a lot. There were less than a handful of NPC designs that were copied and pasted over and over, which... Seeing 3 of the exact same characters on the screen while also trying to imply they're all somehow different people is just sort of off-putting? Every character has a face mask on and I get that this was released in 2020 but??? I can't really see a good reason to make that choice? It doesn't add to the game in any way? Especially as the game ages. The colours on the spirit train were pretty monochrome but nice and I liked the spirit design.

But overall it felt.....just super low effort? Like it had been rushed, or like they decided to release an incomplete or unfinished version of the game. Like this was just a really rough draft.

Not once did they touch on "learning how to love yourself", or anything that felt "personal" at all, and I'm not sure what they mean by "filled with love and comedy" because...????? Idk I'm so lost?? I'm so confused at how they justified the description of this game.

So, the story. I feel like there wasn't really a story?

(SPOILER, see @@@@ line for end spoiler)

A depressed girl accidentally/unknowingly/unwillingly/coincidentally(?) ends up on a train that transports spirits to the afterlife, because she "touched death" by having suicidal thoughts and/or intentions. She walks around talking to spirits while she waits to be taken back home, because she's alive and doesn't belong there, obvs.

But all every NPC had to say was a couple of lines. And their words were completely empty. Nothing to make you actually care about their "story", which tracks since none of them really even had a story at all. A couple of hints at how they might have died, but mostly plain statements about how they "don't mind" that they died or that they hope their loved ones aren't too sad. All they have to say to Vivi, the main character, are things like "live well, girl" or "be kind" or "don't be too hard on yourself" or whatever, as if that's supposed to... Give her her zest for life back?

All Vivi talked about (and only a couple of times) was considering death because she felt like "a burden to her family" without any context or backstory. At no point does the audience learn why she feels that way. At some point she even mentions that no one has ever even actually told her that. And at no point did she state she felt differently. Not even at the end. It was just kind of like "oh death is pretty serious, I guess I should be grateful to be alive since many people aren't" and... She's cured? That's what the game seems to be implying? Which, for the topic of mental health issues, just seems really insensitive. "I'm depressed" "just be happy" "thanks you're right" like???

(END SPOILER)

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

And that's the whole game. Under 45 minutes of empty dialogue and painful grammar, as well as a dismissive and shallow approach to mental health and depression.

Even for the amount I spent buying this on sale, which was $3.49, I wouldn't say it's worth it. At all. If I had paid even close to full price, I would've been SO bummed.

I'm so disappointed because, even while accounting for the fact that this was probably going to be one of those play-in-under-an-hour-semi-visual-novel type of games, the concept of this sounded so up my ally.

But it just fell short in every way. This game should've been refined and double, triple, quadruple checked before the developer even considered releasing it.

So when I noticed this game was written by the same person who did Coffee Talk it definitely made me wary. I'm really, really, really hoping that Coffee Talk is different. It's been on my list for ages and I'm excited to play it but I'm not sure what to expect now.

That's just one person's opinion, I've seen positive reviews as well but for me this just......wasn't it. :( <3

Meted a estos juegos algo más de chicha por el amor de satanás, que son más blandos que el pan mojao y tienen más statements que quedan bien pero aportan poco

reviewed 12/11/21 on steam: very short, cute game :) also gives some nice new perspectives on life <3

This review contains spoilers

Spoilers only at the very end

Video games have been used as a medium to tackle existential topics for a while now: questions like what it means to be human, good vs. evil, and the existence of an afterlife are just some of the many. From its title, you’d think What Comes After would embrace that latter subject, but that isn’t the case. Developed by dual developers Pikselnesia and Rolling Glory Jam, WCA is instead about the present and why life is worth living. It centers around a young woman named Vivi who finds herself on a train bound for the Hereafter. As she awaits course correction, she gets to chatting with the other occupants, who in turn cause her to reflect on her own existence back home.

It’s a fascinating premise, using the age-old Ghost Train trope to spin a relevant tale about overcoming depression when the whole world feels against you. Yet at less than an hour, and with poorly-conceived ideas about its characterizations, WCA can’t help but fall very short, no matter its good intentions. A game like this needed to be successful on at least one of its two ventures: the hero’s journey of acceptance and the individual anecdotes from the supporting cast.

Let’s dive into both so I can better explain why WCA falters, starting with the first. Vivi’s arc is pretty clear-cut: she enters the story melancholic about her continuance and leaves with a newfound appreciation, like she just survived one of Jigsaw’s traps. The problem is we are never given a definitive answer as to what brought about this despondency: she briefly laments about being a burden to her family, yet immediately admits that none of her relatives actually believe or say this. Outside of that, she is barebones- we don’t know anything about her career trajectory, social interactions, schoolwork, nothing. No hints at all that would subtly indicate at least one of them to be the source of her qualms.

No, in place of such direct explanations, I have to believe she is suffering from clinical depression, and it is here that the writers drop the ball. See, the amazing resolution they conceive for her ailment is to just be grateful for this chance at vitality because it doesn’t matter whether you have biochemical deficiencies in your brain that literally make it impossible to do so: if you see the positives in living, it’ll literally overcome any cognitive cancer eating away at your mind. WCA indulges in outdated postulations about dysthymia, and in doing so presents simplistic solutions that would be detrimental to afflicted individuals if the game wasn’t wrapped up in such innocent motives.

Some may retort and say I’m reading too much into things, that the creators definitively intended the narrative to be about the typical blues periods everyone goes through when placed in prolonged circumstances of negativity and NOT about mental illness. To this I would present several counterpoints: one, as stated before, you aren’t given any other grounds to ascribe Vivi’s low state-of-mind to outside of self-perceived encumberment to her household, and considering that is blatantly not true from the perspective of her kinsfolk, it stands to reason that the only kind of person who would believe this is someone with MDD; two, at the start of her odyssey, Vivi, reckoning herself to be dead due to the status of her fellow passengers, remarks that that isn’t such a bad thing (if you don’t believe that you are worth living, you aren’t just gloomy, you are suicidal); and three, during her encounter with a sentient tree, the Tree claims that Vivi didn’t arrive on this special metro by accident, but because her thoughts placed her close to the edge. Of course, nothing specific is stated, but using common sense gleans that she was almost certainly considering taking her own life.

So yeah, the devs wanted to go this route and ended up folding to the sophistry that is optimism (aka escaping the black hole of mental disorders by way of simply focusing on the good around you). If things were that simple, Freud and Jung would’ve gone bankrupt.

On the second front, you are going to spend the majority of your playthrough chatting with the spectral passengers on this phantom express, and their personalized stories just aren’t up-to-par with the lofty expectations I assume Pikselnesia and Rolling Glory Jam had in mind. While there is some heterogeneity in terms of attitudes, the vast majority of the people are either morbidly happy-go-lucky about their predicament or at peace with what transpired and subsequently looking forward to their final destination. The purpose behind this was obviously to provide foils for Vivi, but it comes with the consequence of making the travelers bland- it’s hard to get excited for the next major beat when you know it’s essentially going to be a retread of prior material, no matter the variations on the teller. It’s a shame, too, because you get hints at larger sociopolitical motifs that would have been great to explore by way of the perspective of a deceased person reflecting on the overly-complicated, partly-nonsensical inner workings of modern societies.+

I had two other issues with the story that involve spoilers, so I’ll tag them down below.++

The writers also make the oddball decision to mute the cause of death for most of the commuters. It’s not that they keep it hidden from you, but more that it’s generally not dwelled on or fleshed out beyond a quick sentence. I get that the devs wanted to inspire happiness and hope in players instead of putting them in a flurry of misery, but when it comes at the cost of sanitizing your subject matter, I feel it goes too far in the other direction. “Only in the darkness can you see the Stars” to quote Dr. King- throwing players into a pool of shadow would have made the light above them that much more bright and sanguine.

It’s not just the writing that diminishes the impact of these conversations, but the lack of voice acting. If any game would’ve benefited significantly from a cast of performers, it would have been WCA as a talented actor could very well have laced the idealism in the dialogue with a litany of emotional subtexts: maybe tongue-in-cheek sardonicism or inferred sadness or infectious cheeriness. Instead, you get dull text bubbles that have an annoying “babble” sound accompanying them as you scroll through list-after-list, the only voice acting being Skyward Sword-esque shouts uttered by the voyagers when you greet them (though even that noise lacks variety, with maybe four variations for the dozens of individuals).

There’s no real SFX besides your footsteps. If you stop walking, I guess it’s kind of cool being able to hear the rumbling of the train (despite it blatantly being on a loop), but nothing else.

The music is too quiet for its own good. When you hear it, particularly during the climax, it is beautiful and inspiring, but barring those moments, the tunes are pretty indiscernible. I was also not a fan of the main menu theme as I felt it didn’t occupy the ethereal nature that embodied the concept and story.

Graphically, WCA is sorely lacking. Despite being constructed in the Unity Engine, it comes across like an old Flash Animation project from back-in-the-day, with the same simplistic model and facial animations reused for 99% of the human NPCs. It technically serves its purpose of providing avatars to speak to-and-from, but when you see the same clothing on the same-looking people, old or young, happy or lowly, you can’t help but view the endeavor as shortchanged.

Luckily, one of the places that WCA excels at is in its art design. When you first start out, you get a mundane working-class wagon, chock-full of achromous greys and tints of desaturation. When the plot shifts to the supernatural, gorgeous purples, violets, and blues overtake the interiors, overcasting the game with a phantasmagorical tone. And finally, when you enter the arboretum at the end, you're gifted a verdant liveliness via green everywhere that elicits the themes of resprouting and thriving in life. I also appreciated how the train riders themselves were all transparent, speaking to their spiritual composition.

As there is no real gameplay aside from using the arrow keys and spacebar, I can come to my final verdict, which is sadly a no. Not only is the pricing relative to gametime ridiculous, but the myriad of problematic hindrances in the story prevent me from recommending What Comes After to gamers, particularly those who suffer from some psychological illness.

Notes
-The presence of face masks is kind of amusing, grounding the game in the height of the COVID-era where the absence of vaccines warranted such coverings. In doing so, though, WCA loses its evergreen appeal for future generations of potential players. I also have to wonder if the writers were taking a slight jab at the required dressing by tying it into the isolation Vivi feels at this point in her life. If so, well, I’m going to keep my mouth shut lest I say something I come to regret.

-Is Vivi a play on the third person conjugation of the Spanish verb for “to live”?

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+One Soul criticizes the draining nature of toiling away for a boss, a small jab at Capitalism that is sadly just a touch.

++There are animals and plants on the train, indicating that non-human entities get the same treatment as humans in this mythology. Except, there are references to eating meat or meals with meat in them, so how exactly does that work? The game wants to have its meat pie and eat it too. The self-aware vegetation also leads to some haphazardly thrown-in environmental themes that don’t land well.

A little boring, but a nice story about the afterlife

What an experience, huh?
If you have feelings, the game can also make you have a different world view.
The dialogues touched me, especially the one with The Tree.
And, the best part: I paid like $1.50 to have this unique experience. Completely recommend it!

This review contains spoilers

A couple years ago, I personally lost a close family member, and since then (and even before, really), I've struggled a lot with self-worth and self-doubt. I sort of stumbled upon this game out of nowhere during a Steam sale earlier this year, and bought it since the premise seemed interesting. And after playing through it... it really hit hard, more than I expected it would.

This isn't really a "game" in a traditional sense - at the very least, it's very narrative heavy and the gameplay pretty much takes a backseat to everything else (sort of like Night in the Woods). It's also pretty short - something you will most likely beat in about an hour. But that doesn't change how sincere and impactful it feels, especially after the beginning. I will say the first 10 minutes or so do start pretty slow, maybe a bit exposition heavy, but I felt all the way through it was building up to something and the pay-off at the end especially really ends up hitting home for me in a lot of ways.

Those feelings are aided by a nice art style, NPCs you can talk to that feel realistic, each with their own stories, and just a very "comfy" setting that helps drive the themes this game is going for. Even for how short this game is, it's message is one I can see sticking with me for a while, and I would honestly recommend this to anyone who deals with the same kinds of issues I personally do.

Nice animation and a good message about 'wanting to be alive' but the games feels dragged out by the really heavy dialogue and repeating process of walking and talking to everyone, that makes a short game seem very long.

What comes after is a short, but very sweet game. As someone who also deals with suicidal thoughts, a lot of parts really hit close to home. To the point where I was honestly a little uncomfortable. But it really is a nice game, the interactions are very memorable (especially the one with the chef. that nearly made me tear up) and the art is charming. I'd definitely recommend this one, especially right now since the itchio profits are going towards raising money for Palestine !!

Supongo que no está mal, pero es muy muy corto y simple

Just finished What Comes After. Didn't know I needed a good cry on this Sunday afternoon, but damn what an emotional experience. A very short narrative adventure about the importance of life and what we do with the one we're given.

- Artwork: 5/5
- Music: 3/5
- Characters: 5/5
- Story: 5/5
- Gameplay: 3/5
- Overall: 4/5

Also as someone who is going to lose their cat of 20 years very soon.... This game broke me

It's a mini interactive fiction game. The story was motivational/philosophical. The art style was soothing and relaxing. But the narration could have been better. I found some conversations a little bit boring. AND... this game is not for me I guess.

I would recommend this game to those depressed people who think that their lives have no purpose and they are a burden to the society or their families.

So short and for what it was it wasn't the most exciting. It gets the message across but it really needs more

a heartwarming and sad little game about a ghost train

papo que achei q fosse ser melhor kkkkk mas n eh ruim. short and cozy e eu normalmente gosto de jogo assim, mas sla.. tentou ser muito profundo e ficou faltando Alguma Coisa

Es un juego cortito, pero de los que te hacen llorar. No puedo decir mucho sin destriparos el argumento... digamos que hoy, con lo pocha que estaba, no he elegido muy bien el juego. Aviso, toca temas de depresión, muerte... Pero lo hace con mucho mimo y delicadeza,.

Un poco trillado, pero linda historia, dura lo que tiene que durar.

I actually cried because it hit me too close home ):


This is not a game about the pandemic as I was expecting. Not sure what’s going on with the face masks then but whatever, that’s not important. There’s a certain charm to the way that What Comes After approaches the subject of death with its cutesy aesthetics, but then it veers into some delicate subject matters and it comes across as a vaguely inappropriate tonal choice. I appreciate the effort in terms of its messaging but it didn’t really do a whole lot emotionally for me. Certainly not the worst way to spend an hour but certainly not the best way either.

Very short, no gameplay beyond talking to npcs, but I enjoyed it for what it was.

Charming animation and an absolutely lovely message about reaffirming one's will to live, but the game feels weighed down by very heavy-handed, clunky dialogue throughout.