Reviews from

in the past


Really beautiful and charming game in which you have to travel across the world in this strange vehicle which needs to be taken care of in multiple ways such as feed it fuel, release steam when needed, repair and upgrade parts, etc. Sometimes you'll stop to do some "puzzles" to open the way which boil down to press buttons in a certain way and that's it.
It's an interesting game, if you are interested check it out, it's only 2-3 hours long.

I picked this game up on a whim and I took a shine to it immediately as I love this kind of format. It’s a short game but I don’t believe it needed to be longer, slowly traveling along a quiet and solemn landscape while trying to keeps your vehicle running is tranquil.

I found the game relaxing and I’d like the idea explored more now we have a new game coming. I’d say pick it up if you get the chance as it’s fun and just the game to play after a long day!

Propuesta interesante de juego de aventura y puzzles, aunque me ha parecido muy simplón en todas sus mecánicas. Los puzzles son muy sencillitos, hay mecánicas del automóvil que se explotan muy poco como la aspiradora o los garpones (sobre todo el trasero), la historia es muy difusa hasta el punto de que cueste creer si realmente está tratando de contar algo.

Aun con todo, es un juego relajante, visualmente muy coqueto y original. Podría recomendarlo a algunas personas, pero no me parece para nada un título del que pueda o deba disfrutar todo el mundo.

Lovely little game that's as beautiful as it is haunting. Could use some mechanical improvements with the multitasking and some annoying signposting here and there but despite that I had a great time and would definitely recommend despite the short runtime.

9/10


I really enjoyed this! It’s a really nice, fairly brief, relaxing puzzle adventure. The puzzles aren’t even remotely difficult either, it’s just a lovely relaxing experience. Strongly recommended.

What an lovely experience. I had some doubts at the beginning that this could get tedious, but the longer it went the more I loved my time with this one.

En la superficie, deudor de LIMBO, Inside y su prole. En la práctica, heredero de ICO y The Last Guardian. Como sucedía con Jorda y Trico, FAR: Lone Sails pone su énfasis en tejer un vínculo personal con algo que sobre el papel supone una carga en nuestro avance.

A primera vista podría parecer que aquí se pierde la humanidad que exudaban las obras de Ueda porque lo que arrastramos es una máquina y no una persona o animal. Sin embargo, el gigantesco vehículo que transportamos simboliza al familiar cuya muerte lloramos en un altar improvisado en el jardín de nuestra casa nada más iniciar el juego. Este mamotreto era el proyecto de toda una vida y ahora lo hacemos avanzar como si fuese un cadáver. Por eso tiene sentido que se trate de un objeto inerte, que pese, se mueva a trompicones y cuyo manejo no otorgue facilidades sino inconvenientes. De ahí la dispersión de los mandos de la nave y la respuesta física que emana de accionarlos.

El viaje pues se convierte en un ejercicio de catarsis en el que lidiar con la pérdida. Nos alejamos del hogar porque la tragedia te obliga a salir de lo conocido. Cada poco toca hacer un alto en el camino y tomar aire para continuar nuestro periplo con fuerzas renovadas. En ocasiones nos veremos superados por las circunstancias que nos rodean y sentiremos que perdemos el control sobre nosotros mismos. Encadenamos fases en las que todo parece negro con noches de cielo abierto y firmamento estrellado. Vamos recolectando herramientas que hacen un poco más sencillo nuestro avance. Nos enfrentamos, en definitiva, a las fases de un duelo por superar la ausencia de quien tanto quisimos.

Las tierras que transitamos son baldías y cada poco encontramos un cartel rezando por un esperanzador futuro que choca con la decrepitud de todo lo que nos rodea. Exceptuando el viento, símbolo de avance, todo elemento de la naturaleza es hostil para con nuestro avance. Esto provoca que muchos aborden FAR: Lone Sails como una crítica a la industrialización del mundo, y los restos de civilización con los que nos topamos, casi siempre metálicos y referentes a lo industrial, empujan dicha tesis. Seguramente haya bastante de esto en el desempeño artístico del juego, pero yo prefiero verlo como simple reflejo de los turbulentos tiempos a los que se enfrenta el monigote que hace las veces de avatar. Aunque el entorno grite por la humanidad, el juego centra su mirada en lo personal.

Hasta aquí FAR: Lone Sails es una metáfora cojonuda, pero no todo iba a ser tan bonito. Aunque los cielos se oscurezcan y el terreno parezca ponerse en nuestra contra, el juego nunca te hace sentir realmente amenazado. Los recursos combustibles con los que alimentamos el motor de la máquina son abundantes y todo obstáculo con el que nos topamos está extrañamente diseñado para que lo solucionemos sin rompernos mucho la cabeza. Todo está recubierto de una excesiva artificialidad. Entiendo que concebirlo como un juego de scroll lateral en el que la nave siempre se mantiene adherida al suelo va encaminado a respetar lo de arrastrar nuestra pérdida sin volver la vista atrás. Pero el resultado es que la aparente complejidad de la nave quede reducida a eso, la apariencia. Incluso en los escasos momentos en los que da la impresión de que la situación nos sobrepasa, basta con echar el freno e ir solucionando los incendios y problemas eléctricos de la nave con calma para reanudar nuestra marcha. Llueve mucho fuera, pero estas gotas no mojan.

Esta falta de colmillo traiciona el principio básico de la obra. No hay dificultades reales que superar aquí. No obstante, llegado el final, no hace falta sentir que ha valido la pena ni recordar los baches del sendero, nos basta con comprender que solo se hace camino al andar.

Existe um prazer singular em cuidar de sistemas mecânicos: a certeza da transferência de energia rotacional para movimento; o prazer do deslizar de uma engrenagem bem cuidada - um motorzinho que se torna microcosmo zen. Uma experiência dessas fica comigo, mas senti que fizeram muito pouco com o conceito. Me manteve distraído e feliz pela sua curta duração.

This game only takes like 2 or 3 hours, but it felt like 6 without even getting halfway through the game.

I found out about the wind flag way too late.

Gorgeous game design, artwork is beautiful, the musical score I still listen to and the puzzles are fantastic. Would encourage anyone to give this small beauty a go. The lack of prompts and gradual realisation of what you have to do is magical.

Low on compelling interactivity but sells the fantasy of a long and lonely journey so well i didn't care

stressing and relaxing at the same time
i like the sense of adventure this game made me feel

Quite an interesting little game, but I really liked it. It put me through the full range of emotions: shock, relief, awe, sorrow. All without a word uttered. The devs really have something special here, and although I don't believe this game could be classified as a must play by any stretch, it tells a very nice story in a polished, condensed format that overall is just nice. An easy recommend from me.

A classic case of 'it's about the journey, not the destination'. Eerily serene, even with some tense moments and multitasking.

a short, beautiful journey about loss

delighted to discover it sounds as good as it looks

basic platforming and simple multitasking cleverly tee up poignant, reflective moments

physics based puzzle-solving keep the world grounded

if it clicks with you, it's unforgettable

An atmospheric game about traveling a lonely post-apocalypse on a makeshift vehicle that needs to be maintained. Doing so and clearing the obstacles that block your path wasn’t particularly interesting, but the lovely scenery and music make this a worthwhile time.

A mysterious girl in a red cloak sets sail on a strange SteamPunk inspired machine to always move to the right. It’s never clear what your purpose is, or why you’re going on this short two-hour journey, but you’re doing it, and it’s quite interesting.

Your ship rolls instead of flies, but that’s okay. Inside the ship, there are several red buttons that do various tasks. The whole purpose of the game is to keep the ship moving by either hoisting your sails when there’s wind or using fuel and keeping the engine running. By the ignition button, there’s a steam release button and a brake. Behind the ship are buttons to suck up fuel on the road and a lift to insert objects into for fuel. The front of the ship has a pulley system and there is a fire hose and repair torch. Most of these items you won’t get until you come across them in your journey. It’s pretty satisfying to micromanage something as simple as always stopping the machine to grab a box of fuel on the road to having a machine pull it in for you.

As you sail across the landscape you will bump into a few puzzles. These require a little platforming mixed with figuring out how to get your ship through a door or across a lake. They are fairly simple and after a little fiddling you will figure out what to do. Outside of this though the game is void of anything. Once your ship is moving there’s literally nothing to do, especially when you have full sails and aren’t needing to micromanage your engine. I also was annoyed that the music starts and stops so abruptly and several minutes will go buy of absolute silence.

The game looks beautiful with hand-drawn art, but it drives me crazy not knowing what the purpose of this game is, and I don’t like that. I’m all for minimalist game design, but developers who make you go on a journey with no background or story is just lazy and not cute or innovative. The various button pressing mechanics are fun and a brand new concept I have never played before, but what’s the point at the end of two hours? Did I actually make a difference or accomplish something besides finding the credits?

Far: Lone Sails has very interesting gameplay mechanics, but it’s hard to recommend outside of sheer curiosity. Don’t expect a grandiose or heartfelt story here, just an interesting game to look at and button pressing gameplay.

I really don't know about this one. I kind of had a good time with this game, but I don't know if I enjoyed it. There was sometimes too much fiddly stuff to do, but sometimes there was nothing to do. It was thrilling and it was boring. It was relaxing but also infuriating. It was amazing and it was dogshit.

I really don't know. It was kinda ok but then at the end it went HANG ON A MINUTE I SUPPOSE I SHOULD BE A VIDEOGAME NOW and gave me fail states for the first time, resulting in me playing the exciting climatic bit five fuckin' times and turning the coolest part of the game into an annoying pain in the arse until I realised what I had to do. Well done, team.

Ach, I dunno. Maybe I'm in a grumpy mood or something but I was expecting to have a better time with this game than I did. This could have been magic but instead it was Could It Be Magic by Take That.

Nobody wants that, mate. Even Take That.

Short and beautifully atmospheric, if sometimes a bit clunky, narrative platformer (neither “puzzle-platformer” nor “cinematic platformer” feels quite right as a descriptor, though I guess the latter would be a bit more accurate). Looking forward to seeing how the sequel expands on the premise.

Filled my bedroom with junk, forgot to put the brakes on and had to chase the okomotive down a hill, highly accurate simulation of my life in a post-apocalyptic desert. Lovely time.

I put this on my wishlist a long time ago and finally got around to playing but I didn't know what the gameplay was. It's a really neat to control the Ocomotive and was an enjoyable 3 hour experience.

Beaten: May 16, 2022
Time: 3 hr
Platform: Xbox Series X

While this is technically an entry in the indie walking-sim platformer genre, to me it felt like something different, more unique. The entire game, you're piloting this massive, steam throwing, piston-shredding vehicle through what appears to be a wasteland that's still falling apart. And as the entry in the indie engine-repair simulator genre, this is great.

The game's got this perfectly destroyed aesthetic of greys and darker greys and just enough red and brown to let you know that yes, this is all iron, and yes, it's been here long enough to rust. The only breaking of the style is the huge push buttons that you use to interact with the environment, but I'll give those a pass for just how readable they make everything. There was only one puzzle I was confused on the solution to, which for an adventure game (even a "narrative" one) is a huge plus for me.

The music is just as gorgeous as well, a tightly swelling orchestra occasionally punctuated by very tactile indie instrumentation (including my favorite: the indie rock sad trumpet). It pulls and pushes just when it needs to 90% of the time, the other 10% being when it really GETS GOIN just in time for you to notice some fuel on the ground in front of you.

It's good!! A bit lacking on depth, a bit wanting for a huge open world explorable component (or maybe that's just me lol), but still a great bite-size piece of visual art, and one that implies some cool industrialization commentary (even as we break the world with our rancid machines, all we can do is continue to build them, continue to move forward in this empty world as everything around us breaks and dies) (maybe that's just me again lol). Anyways it's definitely worth the meagre asking price, so give it a little go!

There's a zen like rhythm to FAR: Lone Sails, the simple satisfaction of keeping those plates spinning while keeping one eye on the road ahead - ready to slam on the brakes at a moments notice.

Every so often you're afforded a chance to sit back and contemplate the state of this world. Sailing past its long abandoned achievements, wondering if there is even anyone else out there... then you get right back to work, moving forward is all you know.

Beautiful game. Perfect length of 1 or 2 medium sessions or one long session.
Love the lack of prompts and how the game trusts you to work things out. Can’t wait to play the sequel ❤️


I was really excited to play this as I had wanted to ever since it was first announced. Sadly, I didn't enjoy it as much as I had expected. The music and art design were great, but the gameplay was just really lacking, and sadly the world design didn't make up for it. Not a bad game by any means, just not as good as I had anticipated. It was also really short, clocking in at about 3 hours. That said, I'm kind of glad it wasn't any longer than that.

A short but beautifully crafted voyage through a deserted landscape. The maritime industrial aesthetics of this game really struck a chord with me. I was in awe the whole time traversing these lands.

There is not much story here, nor are there many obstacles, there is only a journey all on your own.

Completed with 100% of trophies earned. FAR: Lone Sails tells a short, but beautiful, atmospheric story of a journey across a desolate, post-apocalyptic landscape; it's a little hard to categorise by genre, with a mix of survival, vehicle simulation, light platforming and puzzle gameplay. Players take control of a lone traveller, encountering an abandoned landship and using that to travel to an as-yet unknown destination, keeping the ship maintained and fuelled, and occasionally breaking out into puzzle/platforming sections to overcome obstacles.

During the course of the journey, the landscape gives some hints as to the scenario that's overtaken the world, but never does particularly explicitly - this may be either good or bad depending on your perspective, but the contemplative state of mind that the game elicits is undeniable. As a 'gameplay' experience, puzzles are generally fairly straightforward but still bring a sense of satisfaction, and for those looking for a challenge, a speedrun achievement calls for completion in just 99 minutes. That a time this quick is possible is of course indicative of the game's short length, which may make it a bit pricey for some, but as a sale purchase, this was well worth my time.