Feels like a straight adaption of a short story to a first person game. The story itself is fairly engrossing. Trying to figure out what exactly is going on while the beautiful dialogue and voice acting carry you along. The actual interactive elements aren't much to write home about but for what it is at only an hour long, it's worth a playthrough.
First and foremost, to my achievement hunters... this is a quick and easy 100%! I had just over three hours of game time, but that was more than likely closer to the low twos. Had a few pauses and interruptions during my play.
Anyway, this was an okay game. Honestly, if it weren't for the ending and then realizing why the game was called "Adios," I'd probably have completely forgotten about it by now. So bravo for making it memorable. Dark, but memorable.
Anyway, this was an okay game. Honestly, if it weren't for the ending and then realizing why the game was called "Adios," I'd probably have completely forgotten about it by now. So bravo for making it memorable. Dark, but memorable.
I like walking simulators, if the narrative is good. Sometimes, they feel like a movie in which you have some kind of control of the pace and the character's interactions.
'Adios' is one of these games: it has a good narrative, a compelling and emotional story with a couple of strong moments, but perhaps it lacks a little more exploration and interactions - or maybe it lacks the discovery of more narrative points or scenes through the exploration, you can examine items but this doesn't affect anything.
Despite of this, I enjoyed it and it's a very short game, so you can play it in one sit. Anenjoyable little experience, overall.
'Adios' is one of these games: it has a good narrative, a compelling and emotional story with a couple of strong moments, but perhaps it lacks a little more exploration and interactions - or maybe it lacks the discovery of more narrative points or scenes through the exploration, you can examine items but this doesn't affect anything.
Despite of this, I enjoyed it and it's a very short game, so you can play it in one sit. Anenjoyable little experience, overall.
Completed with 100% of achievements unlocked (1,000G). Very limited on "gameplay", but this story of a pig farmer ending his connection with the mob is an interesting, deeply personal tale of remorse. This takes the form of a day in which the player undertakes chores around his farm, accompanied by the mob hitman - who while a close friend, ultimately has been sent to kill him. The writing and voice acting is excellent, serving the sell the concept very effectively - and while it's not a game that I'd soon replay, it's been a worthwhile experience.
Short game, finished in less than an hour and a half, the voice acting for the characters were good, the gameplay was simple enough, and the ending was... full circle. Took me longer to finish because i wanted to platinum the game. And the dialogues between the characters were fluid and was carried out great. Overall, good game.
This review contains spoilers
The 10 or so minutes where you’re in your house cooking dinner and calling your neighbour and son are great, but everything else is underwhelming at best and grating at worst. The art style doesn’t suit the game, the gameplay elements feel too streamlined and absent from consequence, and the overall dialogue maybe is decent for video game standards but that’s a low standard. I’ve seen the same writing hundreds of times in films and shows and it’s not interesting anymore. For a game so enamored with its writing, you’d think it’d be more novel or expressive.
The most impressive feature was one that appeared in Depression Quest. Even there, it was a mechanic that played into the game's themes and how you played the game.
That same feature here is only used as an emotional twist that doesn't land as well due to it being so removed from how the game is played or anything substantial. There is no gameplay aspect to this game's most striking trick. The game would be exactly the same if those choices were removed. You don't get points for showing me something interesting, and then preventing me from engaging with it. This is an interactive medium.
That same feature here is only used as an emotional twist that doesn't land as well due to it being so removed from how the game is played or anything substantial. There is no gameplay aspect to this game's most striking trick. The game would be exactly the same if those choices were removed. You don't get points for showing me something interesting, and then preventing me from engaging with it. This is an interactive medium.