i know this is a game about social themes because it told me so, very directly, about sixty different times.
towards the end i stopped fighting the writing and found a little bit of peace with it but it took me a while to stop skipping through the oceans of text to describe a single room.
i'm a little snippy about the idea this game is "learning from tabletop games" because it is still a very constrained game where you can see almost everything in a single playthrough. in no sense are you playing against a DM or making hard choices between compelling scenarios where it feels like anything can happen. there's just some resource management.
dragging dice around was kind of a chore - i left resources on the table several times because the process of collecting them was so unintuitive, towards the end i was spinning my wheels looking for something to do, navigating the whole station was a little clunky and exhausting.
it's not, like, a problem? but neither was it a revelation. corporations are bad, robots are people, people are good. is that really all cyberpunk has to say to us as a genre? or is this "hopepunk" where there are only vibes?

Reviewed on May 25, 2022


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