
A Raven Monologue is a short experimental silent story about a raven that does not know how to croak and his relationship with the people in the town.
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Languages: English
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Це не гра, це маленька, але дуже гарна, проте сумна історія передана через пісню та малюнки до неї. Просто та гарно.
这游戏最神的一个设计就是这个“回头”,在最后回去并不是真正的回到刚才,而是一些只有乌鸦先生才知道原因的反转。 非常短,基本是我试玩一个游戏判断好坏的时间,但是这个游戏就在这样的时间里“结束”了。可这个故事依然能一次次的翻看,乌鸦先生的结局从来没有到来,或者说他一开始就困在了结局之中。 这一切到底是一场梦,还是什么物是人非呢?只有乌鸦先生知道。 只要走到最后,手中的风车就能一直转动。 老实说,这种感觉也让我想到了梦结局,主角还是没能改变什么,但还是有些东西改变了,这种感觉是我可以参考的。 —————————————————————— 又小玩了一下,如果不翻到最后一页就不会发生“回头”后的事情了,让人想到“薛定谔的猫”。虽然乌鸦先生在这样的游玩过程中也是什么也没得到,但和“回头”不同,那些归还是被知道的,即便那行为本该是拿走,但还是在获得之后被知道地归还了。这也算是一种小小的侥幸吧。
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
中世纪时期,黑死病席卷欧洲大陆,这不仅仅是一场瘟疫,更是一场改写历史的噩梦。 当时所有瘟疫医生戴着鸟形面具,面具里面装满草药,以过滤“污浊的空气”,身穿泡过蜡的亚麻或帆布衫,头顶黑色帽子,眼睛戴着起防护作用的透明玻璃,手戴着白手套,持木棍掀开病人的衣物或生活用品,ta们认为这样可以进行有效防护,但是黑死病的治愈率极低,几乎夺走了整个欧洲一半人的生命,很多城镇都变成了鬼城,所以好像带着鸟形面具的人走到哪里,那里就要死人。 渡鸦就成为死亡的象征。 ......Aint going, Aint growing, They break people's heart again, They can do nothing but take it,Unfortunately, they can't....... 黑死病于1353年消退,但它留下的世界却永远改变了。艺术和文学开始痴迷于死亡,“死亡之舞”成为一种常见的主题......
短短几分钟就是一个悲凉的故事。 那个充满活力经常叩门的少女,那个出力背货的中年商人,那个街道上有慈祥笑容的老婆婆,那个公园里会荡秋千会递给他风车的孩子,一转眼他们的生命便随风消散,化作坟墓前冰冷的石头----乌鸦先生走在死寂的城市,不禁回想起他们充满生气的点点滴滴,最后只留下黑与白的叹息。
At first I didn’t really understand it, but after thinking about it, the game feels quite deep. Playing as a raven and interacting with people, only to find them gone later, gives a strong feeling of loneliness and how everything is temporary. It’s short, quiet, and a bit sad, but it leaves an impression.
一本很好的互动绘本,但不一定是一个很好的游戏。
音乐很好听的免费治愈(致郁?绘本,画风也好看
A Raven Monologue, developed by Mojiken and published by Toge Productions, is a minimalist interactive experience that deliberately challenges conventional ideas of what a game should be. Rather than focusing on mechanics, progression, or even clear storytelling, it presents a brief, contemplative journey built almost entirely on visual language and music. It is less about interaction in the traditional sense and more about observation, inviting players to interpret its meaning through mood and symbolism. The experience follows a small, silent raven wandering through a quiet town, encountering a handful of characters and scenes that unfold without dialogue or explanation. There are no written prompts or spoken words to guide the player, and the narrative is conveyed entirely through imagery and subtle animation. Each moment feels carefully composed, as if part of a moving illustration, and the lack of explicit context encourages players to draw their own conclusions. Themes such as loneliness, memory, and connection are suggested rather than defined, giving the experience a reflective quality that lingers beyond its short runtime. Gameplay, in the traditional sense, is almost nonexistent. Players simply guide the raven forward, triggering sequences that play out like a series of interconnected vignettes. There are no puzzles to solve, no challenges to overcome, and no failure states to consider. This absence of mechanics may feel limiting to some, but it is clearly intentional. By removing complexity, the game ensures that attention remains fixed on its atmosphere and emotional tone. It functions more like an interactive short film than a conventional game, where the act of participation is minimal but still meaningful. The visual presentation is the centerpiece of the experience. The hand-drawn art style is soft and expressive, using muted colors and delicate animation to create a sense of quiet melancholy. Each scene feels purposeful, with composition and movement working together to convey emotion without relying on words. The world itself is simple, yet it carries a subtle weight, as if every element is placed to reinforce the overall mood. Accompanying this is a continuous musical score that plays a crucial role in shaping the experience, guiding the emotional rhythm and adding depth to the otherwise silent narrative. One of the most striking aspects of A Raven Monologue is its brevity. The entire experience can be completed in a matter of minutes, making it more akin to a short artistic piece than a full-length game. This compact structure works in its favor by maintaining focus and avoiding unnecessary padding, but it also means that its impact depends entirely on how much the player connects with its tone and themes. For some, it will feel profound and memorable; for others, it may seem too slight or abstract to leave a lasting impression. The ambiguity that defines the experience is both its greatest strength and its most divisive element. By refusing to provide clear answers, the game allows for a wide range of interpretations, giving each player a slightly different understanding of its meaning. However, this same lack of clarity can make it difficult to engage with on a deeper level, particularly for those who prefer more structured storytelling. It is a work that asks for patience and openness, offering subtlety in place of direct communication. Despite its minimal scope, A Raven Monologue succeeds in delivering something distinct. It demonstrates how games can function as a medium for quiet, introspective expression, using visual and auditory elements to communicate ideas that might be lost in more traditional formats. It does not aim to entertain in the usual sense, but to evoke a feeling—one that is understated yet persistent. In the end, A Raven Monologue is best approached as a piece of interactive art rather than a conventional game. It offers a brief but thoughtfully crafted experience that resonates through its simplicity and emotional tone. While it may not appeal to everyone, particularly those seeking depth in mechanics or narrative clarity, it stands as a unique example of how subtle and restrained design can still leave an impression. Rating: 8/10
游戏最开始的石头又是乌鸦先生思念的哪些人呢······如果在第一遍观看完之后点击再次播放会有不一样的视角
绘本风小短片,音乐轻柔治愈,几分钟就可以看完,没有汉化也不影响游玩。 往前是得到,往后是虚无,沉默是一个人的独白,生命是你我共渡的轮回。
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.