
Living on the moon is lonely, and stressful, and exhausting. Video games have always offered you an escape to a better life. The easy, happy life you wish you had. Which makes it so frustrating when the game you've been playing ends badly.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
I found this game interesting, it captures a feeling of normalcy so well that pondering its message felt very natural. Is reaching a "good ending" worth it, even if it betrays the original art? My 'ending' felt lukewarm, but it felt *real*, and I was content to accept it- but still, the option existed to change it, to go back. What choice will you make?
- Mediocre writing. - Pretentious tone and themes. - Insipid characters. - Extremely boring. - Full of meaningless uninteresting "choices". - Slightly less fun than a dentist appointment. Here's an actual choice in the book/game (context: you're undergoing some exotic medical procedure that should make no sense to a reader (I mean me, you), and those two people insist on having you choose what procedural step you want to start with): "1. The technician…he's cuter. 2. The phlebotomist…she's cuter." Right before this, you had those "choices": "1. Why not both at the same time? 2. The technician…he's cuter. 3. The phlebotomist…she's cuter." I first chose 1., because I couldn't have cared less about that "choice" (plus it's implied that I would make it on the basis of their "cuteness" which is both stupid and incorrect), so this was my way of communicating "I don't care". Only to be asked the exact same thing again, and this time without any "I don't care" option. I then made an [i]actual choice[/i] (don't those feel good, eh? Also, meaningful, fulfilling, interesting), and [b]closed the book/application[/b]. For ever. That's only one example but it is representative of a whole. For a more generalist critique, just get back to the bulletpoints I opened with. I stand by what I said earlier: there's less fun to this tripe than in an emergency dentist appointment.
It was the first "Choice of" games I played, and it is the one that pulled me into the genre of texte-based games. It's been many years now and since I had forgotten most of it, I decided to buy it on Steam and replay it. What amazes me is that I still find as great as I did before: not only are the story and the writing good, but the themes that the game and its characters make you explore are particularly interesting and well-thought. Your choices are meaningful, and the narrative even makes the best use of the fact that you are able to make choices in the first place. Also, I LOVED that for once, we have a Choice of Games without any stats! It's really freeing: you're able to make all of your decisions based on roleplay and what your character would do, without having to worry about not receiving the right stat boost. It makes the story all the more immersive. 10/10 would recommend.
“Creatures Such as We” is one of the more unique entries in the Choice of Games catalogue. You play as a lonely worker on a moon base whose favorite game has just ended in a way that left you unsatisfied. But then the next tourist group arrives and turns out to be the game's designers! (7/10) The game designers showing up was unexpected for me as I had not read the store description beforehand, which is something I've learned to do since, after getting burned more than once elsewhere. Going in blind turned out to be the right call here though, and I greatly enjoyed getting to know the eclectic personalities as they revealed themselves. The meta premise works better than it sounds, too. The philosophical discussions feel genuine rather than pretentious, and the moon setting gives the whole thing a melancholy atmosphere that suits the themes well, and the fully inclusive identity options mean you can inhabit that atmosphere as whoever you want to be. Even so, the romance felt like the heart of the game and could have worked fine in a Heart’s Choice title. In short, if you enjoy thoughtful interactive fiction that takes both its genre and its audience seriously, this offers several hours of engaging reading. (7/10)
Hikayesine bayıldım. tavsiye ederim. paranıza değer
This nearly 10 year old game was a gem of a find! The story and characters were all too relateable, and the experience was only heightened by the meta storytelling aspects. It was short and sweet, didn't overstay it's welcome. Settled in just long enough to get you thoroughly engaged and invested, and then like a farewell from a dear friend it left you with an oddly comforting wistfulness.
I have played upwards of 20 of these games and this is by far my favorite. The author delves into complex themes including characters and individuality, escapism, art, and how these things work in tangent with one another. The characters are trying to navigate the function of video games as an art form, as will as how this creates a really personal challenge -- what is a good ending and what is a self-fulfilling ending? Most importantly, is art (video games specifically) for the artist or the player? Do they inevitably collide? The author moves through these strands to make an important emotional argument that I won't spoil here. The characters are complex, the writing is tight and impactful, the story does not overstay its welcome (though I wish it had been longer), and it's a game that'll make you cycle through a million nuanced emotions. Overall, this is probably the most unique of the Choice games I've played. The only issue I had is sometimes the character felt more like avenues for the themes to be explored, rather than autonomous characters, but the way in which they discuss these ideas still is very much in line with their personalities as artists. I feel like I'm understating how great of a game this is even if you don't really want to engage in a dialogue about art. If you want to play something for great characters and story and don't care so much for the overarching ideas, you're perfectly in luck. This is a great game for that too. But if you're at all interested in these themes, and how this game ultimately creates a fantastic example of the author's interpretation of games as art, you'll be blown away.
Short but sweet. Choice Of Games' best game since Choice of Robots.
The game starts out inside a game. You are a tour guide you plays a fantasy game which...you don't like the ending. Then the next bunch of tourists turn out to be the creators of the game. Oh, and you are a tour guide on the Moon. As I like hard sci-fi and love debating art and the meaning and purpose of stories, I enjoyed parts of the game. But it seems WAY too short. I finished my first run in just over a hour and a half. Tell, I will likely replay a couple of times. But it kind of feels like I am on tracks a few times. Like somehow I got involved with one of the characters and I wasn't even trying to. I wish there was a so-so button instead of just yes and no. I will select Yes. But warn you it might not be for everyone.
dont really have a well written review, but the first playthrough, though I could have done better, I was incredibly happy with. I was really happy while playing this game.
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Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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