
Epanalepsis is a narrative-focused adventure game that tells a story about those connections across sixty years and beyond that pays equal homage to New Wave science fiction, cyberpunk dystopian stories, and the art cinema of the early 1990s.
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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 34 reviews with recorded playtime.
Reviews
Short. Pretentious. Basic. More like the sort of thing you'd expect out of a free art game than a $7 'adventure.' There are no puzzles. The text, which hold the story and thus the draw of the game, sometimes is cut off the edge of the screen, and there are more than a couple typos, breaking immersion and posing an inconvenience. Perhaps playing the game multiple times would help to promote an understanding of the story -- though I can hardly imagine how -- but after the short and frankly boring first run, I feel no desire to further delve into the game. It's not very gripping. I only felt the need to finish it to get my five dollars' (on sale) worth. The characters walk slowly, too.
Epanalepsis lets you glimpse the lives of three different people across various years: they all encounter the same man in red, said man is trying to warn them about the choices they're going to make and how they might affect the future. The game that follows is more of a slightly interactive story than anything else, you'll walk around, look at objects, pick a few of them up and be faced with a choice for each character: the gameplay is thin and the story is sadly way too cryptic to make up for it. [b]PROS:[/b] -nice soundtrack -some interesting dialogues -what few glimpses you get of the overall story, and their implications, are pretty intriguing [b]CONS:[/b] -very basic graphics, little in the way of animations -lack of actual gameplay -walking speed is too slow -the white text often gets lost whenever it appears on a light background -way, way too vague in its narrative to be actually engaging, you're left wondering what happened, why and how your choices affected the endings you get -very short, I was done in an hour http://steamcommunity.com/sharedfiles/filedetails/?id=532042963 I like "artsy" and daring games, as you can see from my reviews, but Epanalepsis totally missed the mark for me: the gameplay is way too basic but that'd be excusable if the story had gotten to me. Sadly said story was way too vague for me to find it interesting, some references and bits of info were intriguing but that's all there was: the disconnection between each character I controlled, despite the fact they all seem to be involved in what's happening, and dialogues that dealt with things and names that were barely explained, if at all, left me disappointed. In the end I felt as if the game was being so vague, to the point of coming out as obtuse, just for the sake of it rather than doing it in an attempt to challenge my mind: I simply lacked enough info to be challenged. Despite getting it on sale for around 3,50$ I still felt it was a tad too overpriced for what it does: I can't recommend it but who knows, perhaps you'll have better luck with it.
I enjoyed this as a nice, trippy art game. Not too long, varied in approaches, and by the end I was pretty engaged with each little vignette. Soundtrack was good too. I like changes of pace like this that mix things up.
Seems to be interesting, although I am getting tired of all these pixel artsy games : / http://youtu.be/jaeSeek0ITU The playthrough is till going on so I can't pass down judgement too much as of yet, but first impressions seem to make it quite alright so far. The few bad things I can come up with at the start is that the resolution is a thing which annoys me a lot and the lack of sound options. I'll edit this review once I've completed the game but for now I'll leave you the first episode of the LP: http://youtu.be/jaeSeek0ITU
Video games are not defined by their interactivity, as so, so many suggest, but rather their repetitiveness. If there is one thing video games are primed to grapple with, it is the banal - it's getting players to do the same thing over and over, with very little difference, but fistfuls of novelty and spectacle. Epanalepsis is a short meditation on that repetitiveness, and as a result, is probably one of the most fascinating explorations of player choice and acausal game design I've seen in recent memory. It's not clear why you're doing what you're doing, it's not clear how the things you're doing matter to the game, and it's certainly not clear how those things precipitate future game events. If you've read the preceding paragraphs and said aloud, "who gives a ♥♥♥♥?" then Epanalepsis isn't for you. In fact, even if you feel like Epanalepsis IS for you, I'm here to tell you it's not. I'm a person who thought Epanalepsis was for them, and it's decidedly not. It's not a thing I will completely and fully understand. It's not something that was made-for-me in the way that so many games are made-for-players. Look, do you like short stories? You might be into this. Were you ever unemployed for any length of time and worried about that? Then you might even be moved to tears. Are you into prodding at weird stuff on the internet that seems pretty smart and baffling and alienating and melancholy? Okay, you should probably give this game a look. I've also read through The Epanalepsis Papers, and found all of that particularly interesting. But I'm also a game designer and sympathized with Kunzelman's anxieties and loved a front row look at his development process. Looking for a game where you'll feel satisfied by solving puzzles and mastering the mechanics and feeling a full sense of mastery of a game's world, its mechanics, its context? Don't bother. This game isn't for you in literally every sense of the phrase. And that's rad and wonderful.
A short walkie. Vague, troubling, atmospheric. Resigned. Dedicated to filmmaker Lars Von Trier, and feels a lot like [i]Melancholia[/i]. Effective musical ennui by John Fio. Marred by a few bugs and typos. But if you liked La Molleindustria's [i]Every Day the Same Dream,[/i] this will probably work for you.
I haven't played a lot of pixelated point-and-click indie games as of late, but this game is very interesting. Haven't beaten it yet, but the music is really great and definitely sets the mood for each scene appropriately. I'd say give it a try if you aren't apposed to reading a lot and enjoy slower-paced adventure games that are mostly story driven. It's very calming actually.
Epanalepsis is some more damn fine storytelling from the creator of Catachresis. It's a short story, cardinally structured with three POV characters who inhabit the same space in different times through a kind of Nietzschean reincarnation device. I like it because playing the game feels like a ritual; you repeat the same montage of events in each of the game's acts: an introductory dream sequence, a mundane fetch quest, and finally a walk down a street (the same street in each story) to make a delivery, before being yanked out of your life by the overarching science-fiction framing narrative which remains elusive even after the game ends. (I'm going to spoil the general storyline from here on out.) In the first story, we get a glimpse into the life of a young, independent woman in the 1990s. Typical point-and-click adventure narrative techniques piece together this archetype: the personal importance of Judith Butler, dealing with roommates, one-sided pestering calls from mum, zines, and rowdy rock clubs are all part of this tapestry. Then we jump ahead to the near-present day, in which we live the life of a gamer whose escape from life is not dreams and cultural theory but his overwhelming immersion in the commercialisation of video games. His apartment is adorned exclusively with game figurines and posters, with contemporary cultural references (which if you're the sort of person who reads Steam reviews, you'd be intimately familiar with) that are at their thinnest-veiling towards Indie Game: The Movie and Monkey Island. The only books he reads are the novelisations of his favourite MMO. Then when we take the now-familiar trek down the street, what was once the rowdy rock club has been gentrified to a fairtrade, organic cafe complete with a pitch-perfect, bearded barista straight outta any such place in Melbourne. This centre act is perhaps where the game is at its heavy-handest, but the developer should be commended on his commentary on modern, commercialised life and gamer culture for being neither contemptuous nor shallow; it's simply how folks find meaning today, and the game treats it with the same reverence as it treats our first protagonist's tastes and priorities. And using the form of an indie game itself (or, if you won't, an art-game) is the most apt place to paint such a portrait. In the final story, which is the most interesting and unique, we are placed in the shoes (or wheels, as it were, in a refreshing change of literal pace) of a robot in a near-future dystopia. The narration style of the classic, point-and-click adventure is twisted to mediate a robot's point of view of the world. Each mouseclick qua 'examine' verb sets off an overzealous desire to REPORT ILLEGAL TERRORIST ACTIVITY and interactions with humans takes on a Sam & Max 'little buddy' tone, undercut with reminders that... you *do* realise there's a human behind the controls of this, right? Yes, yes, but look at the cute, little guy zip around! Way to go! Yeah! Set off that bomb! ...What? There are a couple of choices to make in the game and an ending of sorts and although I haven't played the game more than once, I get the sense that any divergence from the narrative ultimately won't change much; that these characters are resigned to fate, as the mysterious, sci-fi visitors keep trying to tell us. And I like that. It gives you something to reflect on and leaves unsaid what needs to be unsaid, rather than trying to cram a complex, branching narrative of choice and consequence into your brain. It absolutely succeeds in conveying a sense of place, tone, theme, and atmosphere. Don't come looking for a satisfying, resolving story, because there's not even the intention of that being on offer. Instead, expect good and stylish storytelling and plenty of thought and attention to carry a one-hour experience.
Um jogo adulto pra caramba... Esse é um jogo que eu não consegui gostar, mas não posso deixar de respeitar, isso porque é uma obra que você percebe a seriedade da coisa, em como foi bem construída em um ritmo lento, mas bastante adulto. A sensação que tive ao jogá-lo foi aquela de quando você é uma criança e vê seus pais assistindo um drama e acha um saco. Sendo assim eu diria que esse aqui é um jogo para pessoas com gostos bem sofisticados, se você gosta de jogos com uma história mais séria e um ritmo mais lendo, talvez realmente usufrua um bocado, já se você é do tipo que prefere uma coisa mais movimentada, realmente recomendo passar longe desse. Então em geral, achei bem cansativo, mas respeito um bocado. Análise detalhada aqui: http://www.nerdmaldito.com/2015/05/epanalepsis-um-point-and-click-para-o.html
It's been years and I still think about this game occasionally
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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