
Forgetter is a destructive journey of pain, memory and artistry. In the future, creative minds can be inherited by clients’ newborns. You're hired to destroy unhealthy memories in the minds of deceased artists. Remember to smash everything. Don't let the artists’ remaining consciousness stop you.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
NOT WORTH 无法理解,对不上电波 开场很吸引人,但真正开始工作后就会发现 这个游戏里的公司就是那种其他作品里很典型的想搞个大事情的公司,通过杀死已逝之人的回忆并将单纯的技术植入婴儿的脑中 我是无法接受破坏一个人的过去还冠冕堂皇的将其作为一种职业的,要真在其他游戏里,我必和强尼一起爆破这公司。 主观性过强的一个游戏 原本以为是通过接触他们的过去来解开心结与伤痛的细腻情感的游戏 但实际操作就是进去砸东西,砸,不管是啥都砸,喜欢的重要的讨厌的记忆深刻的全部砸掉,然后把这个叫做解开人的伤痛。(走得慢判定怪还砸得很不爽 看来只是一个强盗劈开你的大脑并在里面胡搅蛮缠罢了 失去了过往的感性经历,他真的还能创作出属于他的作品吗? 另外穿模严重、走路过慢无法跑动,配音如果不够优秀,在游戏自身质量过硬的情况下是可以忽略不计的,但在这里,女主的棒读显而易见变成了严重缺点。
[h1] 充满了艺术、想象、哲学气息的惊喜之作 [/h1] 非常荣幸在游戏发售前就早早玩到了这款游戏,据说整个游戏的设计开发只有两个小伙伴,那么能做到这个体量真的非常惊艳,也让我对这款游戏未来的发展充满了期待。游戏中玩家所扮演的女主角,需要进入一个又一个艺术家的大脑,用打碎的方式帮助清除对方记忆中的伤痕和阴暗面。从步行模拟器的角度评价这款游戏,表现是非常新奇的。大脑中的神经与血管、记忆中的伤痕被清除时的碎裂声、光与影以及声与乐的结合,都让这款游戏散发出非常独特的艺术魅力。 可以说这款游戏和我之前接触过的大多数步行模拟器都不尽然相同,表现方面的张力很强,且游走于各个艺术家的大脑中时,不断听到的心声和女主自我内心的独白能讲玩家带入一个别开生面的心灵境界中去。虽然作为早期的EA阶段,这款游戏目前的体量较小,内容也较少,不过这个题材可以不断扩充下去,作为不断更新的动力以及未来DLC的源泉。下面的内容时我对游戏开发者的一些衷心的意见和建议,我非常喜欢这款类型独特的游戏,所以想说的会比较多,如果在发售后已经解决掉的问题,我也会依然保留并特别标注在我的评测文中,以作为一种见证这款作品成长的印记。 1、该作的闪光较多,并且在清除一段记忆的伤痕后全景变白会非常刺眼。目前已知的对光刺激敏感的玩家还是数量挺多的。这样的光设计虽然冲击力很强,但是也可能带来很多不必要的麻烦,比如导致光敏感患者抽搐、癫痫等症状。建议在设计中加入警告,并且把白色、闪光部分做暗化处理,变成浅灰色、浅蓝色或许是不错的方法。 2、这款游戏拥有很多大面积的开放场景,但是缺乏引导可能会让很多玩家,尤其是步行模拟器接触不多的玩家茫然。建议像很多开放世界游戏那样,在目标附近做一个三角形的提示标,并且能在距离教员的时候提示方向和显示大致距离。这个设计可能会消耗不少新的精力,不过我个人认为加进去会大大提升玩家体验。 3、我们组长交流有谈到这款游戏的发售活动和定价等方面的问题,里面有比较重要的一点是数字画册/游戏原声OST内容。我个人建议是做成很多3A大作的发售特惠形式,就是把这部分的内容设计成首发特惠活动的赠品。也就是说首发购入不仅能享受首发折扣,而且能额外获得数字画册/游戏原声OST的DLC,而结束首发活动,这两个DLC则需要单独付费购买,这样应该能促进玩家朋友们的购买热情。 4、游戏有部分的穿模问题,我个人认为是比较影响观感的。击碎后的伤痕记忆可以不用考虑穿模,不过有很多巨石、以及一些桌椅的摆放已经镶嵌到场景里去了。这个问题虽小,但是我对这款游戏期待很高,而且觉得在这点上可以做的更好,如果作者有余力的话,还希望进一步调整一些道具的摆放位置。 非常喜欢这款游戏的精致与奇思妙想,我怀着期待静静注视着她的未来。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW#]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote] [h1] 综合评价 [/h1] [table] [tr] [th]性价比[/th] [th]8/10[/th] [/tr] [tr] [td]视听感[/td] [td]7/10[/td] [/tr] [tr] [td]质量分[/td] [td]7/10[/td] [/tr] [tr] [td]难易度[/td] [th]7/10[/th] [/tr] [tr] [td]内涵度[/td] [td]7/10[/td] [/tr] [tr] [td]耐玩度[/td] [td]6/10[/td] [/tr] [tr] [td]推荐度[/td] [td]7/10[/td]
情景第一阶段:家暴模拟器 情景第二阶段:装修模拟器 情景第三阶段:超然模拟器 最近搭档比较关注步行模拟游戏,近年也一直在留意各类美术馆展览上运用到游戏作为媒介的作品,刚好前两天跟我聊天时他提到了这个,一说名字和内容,发现去年夏天在老家度假的某天早上闲逛nova时见过,当时是见作者在某篇播客的更新中提到一嘴,记得好像当时还顺带一通搜关子维的资料,对这俩人的合作也感觉挺好奇的。 所以这次聊起,也是说有机会说不定能在展览上看到,打算试试,看看怎么样,谁先玩了也可以给对方讲讲值不值得一试。 结果这刚几天,今儿中午就偶然又在nova上的另一篇文章看到了,而且直接发现steam上已经有了,我想,哈哈那就也别找借口了,说玩就玩直接来吧!正好玩后感可以和朋友也交流一下 https://steamcommunity.com/sharedfiles/filedetails/?id=2807859436 结果,超出预期呀卧槽 玩之前其实真没抱太大期待,看介绍和预告片其实印象还行,玩之前就能感受到是构建用了一定的动词,似乎也有一定的规则发展,但对叙事的控制和气氛的塑造方面玩之前还看不出太多,也是因为这几年在一些不多的有游戏的展览上玩过太多看着好看,完成度和体验都很不太好的作品了,所以整体是抱着低预期入场的... 整个玩下来,有不少印象深的地方,也有启发学习之处,也有一些感觉希望反馈以改善的地方,也有单纯作为玩家和观者感觉被疗愈到和被精神spa到的地方。 就比如前面用文字和按键来直接进行设置安排,能怀疑到可能是开发限制或者想省着做界面的功夫了,但由于直接用了游戏中的语境来构建和引导,效果居然意外的还不错,至少让人愿意置信 而上来一个片子内播也是让我印象挺深,津津有味看完也感觉开头这片子做得还真是细,演出效果有了质量也高,也不由得会琢磨是作者俩自己做的吗?如果是还真是下功夫了。 不过片子末尾,[大脑清理之后要给婴儿用] 这块大概念可能是整个游戏唯一一个让我看到时感觉分心和略觉不酷的地方(用了别人大脑那还是我孩子了么?这里感觉,其实就说提取出来数据和分析出思维模型能够给孩子参照学习可能更酷,当然这里后来猜想可能想故意塑造一个有点黑的科技公司和不太美好得未来的感觉,就也还行,但就还是造人一愣,因为这科技的怪用法) 播完片子,整个intro阶段一上来让我有种亲切感 就是唤醒了小时候第一次玩半条命那个感觉了,实验室上岗的第一天新鲜感?有那味儿了 旁边几个屋里也在那黑灯看片的人细节了(对映的上岗小屋也是有邻居的这点) 总体来说这一段气氛都很棒,环境叙事玩明白了 空间结构上也很好的做出一种实验室很大只是你刚好去不了太远的感觉,走着走着就进入正题了,被安排的明明白白 Intro阶段之后,就是主体内容了,进来玩之前其实也快速扫了下评论区,没细看怕剧透 起先从时间和宣传内容上以为会有多个大阶段 结果整体内容还是挺精炼紧凑的,这其实很好,不用花太多时间,垃圾时间的含量也低,整体节奏上来说是非常好的 玩完也大有恰到好处且意犹未尽的感觉。 整体来看,应该是用来先抑后扬的结构,但两部分都做到了各有特点且比较扎实 我自己特喜欢的是第二段女艺术家那部分,跟这种结构也不能说没有关系,也是情绪烘托和气氛展开到了合适的阶段 第一段一些印象点: * 小绿帽卧槽 哈哈哈 * 体积光体积雾效果用得好 * 儿童视角接爬行细节了且够连贯 * 每种物体的破碎音效不一样,印象最深且开始注意到的点是大概第三场景的笛子出来时 * 拿斧子砍“人”的情景出来时总有点怪(窜味儿了) * 红枝素材安排的好,既树亦血管,也有种束缚纠结的意味,亦籍于其四下的遍布 * 末段即将走入演奏厅那段刚开始感觉到森林段落有点长了(正好眼前也突然出来一堆要处理的杂物)而且前面以年的跨度演进会让我以为这章要把这个人的一生给来一遍,那会儿会感觉是不是会陷入到无聊,结果刚在这种感觉产生的不久就迎来间歇,可以说是恰到好处了 所以再回头来看,演奏厅这段算是阶段高潮了,只是预期不足,可能源于缺少某种适当铺垫? 不过后面一下子人就下去了的演出还真是不错,意外又理所应当。 再见了小绿帽... 也是这会儿才回想到死因估计是自杀的(玩之前头盔上虽然公示了,但玩着玩着好像忘了...) 另外就是感觉老爸很惨,整个前半段就是看着一步一步病入膏肓吧...也由于模型一样后来感觉最后那个人是老爸,不过这里也没太在意。 老妈的电话适当的插入进来,还蛮有趣,也多了个呼吸段落 还用了确实就很像自己一些同学朋友老妈的照片,也有一种自己这代人几十年后样子的感觉吧,某种意义上平添了一种真实感,说的话也还真挺像老妈说的,绝。 其实第一段超出预期的结束后,第二段反倒多了一些信心,也对游戏节奏和段落体量有了预期和感知 这一段我觉得最有意思最喜欢,也感觉最妙得变阶,就是从这里开始把场景也和破碎这个概念结合起来了 不得不说是太酷,岩洞段落末尾得演出算是做出了超好的效果 空间控制上也转从压抑狭小直接给你升阶了,边界出去也有比较柔和的提示和处理 个别地方的空间还大有要玩一下复合嵌套空间的意思,不过没太展开但恰到好处(空中球、帐篷),有个转场也用到了这部分 这也是这游戏前面也有的特点,而且场景转换也做的挺顺畅,这点蛮有趣,不知道是不是游戏一上来超久的读条都一块加载好了333 这一关的各节点物品的可读性,可能也由于空间的特征影响,都整体更好,段落有秩 叙事部分这段也更超然一些,更思绪漫游一些,沙漠展开后的音乐也真心好听 总体整个后段就是听着好听的音乐,在一个信息密度恰到好处的对话和谈心的聆听中一鼓作气走向完成的过程吧 再就是各种物体飘洒在开阔的风景上,也真是很治愈的感觉 也感觉这个作品对物理引擎的利用也算是蛮巧妙了,用在了有趣且有效果的地方了属于是(飞散之后也能快速进入合适的演出状态,保持合适的悬浮和自转以及高度,能看得出做了细致的处理和调控) 唯独就是结局来的还是挺突然的,我好像打了个似乎是badending的邪教结局,刚才发现仅有的一个成就也没得到哈哈 猜测可能跟探索的细致度和主动交互的丰足度有关(不过该不会真的只是吸尘器吸的钱不够导致的吧?) 我也确实有一些展品我没有悉数先拿起来一通细看,而且似乎有的东西不看也能一下子打坏? 中后段会产生这个好奇但一直忘记细验证了,这个念会滞留在脑海直至结束。 最后就是一些bug+感觉能改进的部分(含灵感),对于体验的改善应该是有关联的 我把它们单独列在这里了:https://steamcommunity.com/app/1499990/discussions/0/5135803832907649665/
整個遊戲就是一個藝術品展示場,但只是將藝術品在遊戲中展示,大部分未能做出遊戲及劇情上的聯係。遊戲性固然欠缺,但這類遊戲就是走路模擬器,重要是場境設計,氣氛渲染。惟本作目前劇情過短,遊戲時間短短半小時,就潛入兩個藝術家大腦,時間緊迫,致使人物描寫薄弱,主角背景交代過少,令玩家難以代入,與藝術家的互動交淡甚為乏味,無法顯示主角工作過程中的心態轉變。角色配音欠佳,毫無情感起伏,敲碎藝術家作品及回憶,只換來驚訝一句。場境轉換生硬,乍看美觀,細節卻甚粗糙,未能作出適當變化,加以渲染遊戲角色情感。明白獨立遊戲資源缺乏,雖本作題材有發展空間,但先行體驗欠佳,未能顯示出製作人有能力完成這個遊戲,難以吸引人購買。
Forgetter Game Gameplay Walkthrough part 1 - 1080P HD 60FPS - No commentary https://www.youtube.com/watch?v=dODID7hapfQ
Novice developers from Hong Kong were very kind to submit the game to my curator page https://store.steampowered.com/curator/26168615-Video-Games-Art-International/ and ask for my opinion. I would thank developers with a positive review, but this is more kinda mixed review. The game is in first person view and allows for free exploration of 3D environments. Incipit of story is very intriguing and original. You're a young girl on probation for a new weird job at MindJob corporation. You're a "forgetter". Your mission is to clear the minds of famous deceased artists! Yes, at MindJob they recycle the minds of geniuses and artists and implant them in children brains! Families pay for their children to be next generation geniuses and artists! But artists and geniuses minds are affected by traumatic memories and deviant behavior, so you have to erase and clean them before the new implant! Do you want your son to be the next Van Gogh but with both the ears, without deviant behavior? Mindjob has the solution for you! :-) Well, we have a cliché about artists and geniuses here. If you have not some trauma or sufference or deviant behavior, you're not a real artist or genius! However I think developers know very well it is a cliché. This is just a funny and ironic way to approach art and artists in a video game. At MindJob they show you a gallery of artists and geniuses affected by traumatic memories, deviant behavior or which committed sucide, e.g. Alan Turing, Virginia Woolf, Marylin Monroe, etc. “They have a point here” says your avatar! :-) So you accept to clear the messed minds of two Chines artists, a male musician and a female painter. I don't know wether they are real or fictional artists. In the game you can see real artworks from the DSL Collection of real contemporary Chinese artists, but I think the two protagonists are fictional. You cannot see the body of the characters, you can just listen to the voice of your young female avatar and of the two artists; Chinese or English language, it's your choice. Voice acting and localization are big efforts for an indie production! They deserve appreciation even if the result is not professional; however voices are not bad, the voice of the female artist is quite good. I'm obviously referring to English voices. The young girl receives SMS from her mother you can answer with your smartphone. She is worried that her daughter wants to be an artist and can't find a “real job”! Here we have another funny cliché: artists tend to go hungry, doing art is not a “real job”, you cannot live by art if you're not very successful! The girl tries to reassure her mother that she has now found a “real job”. And her job is to destroy the artistic soul of the artists! Paradoxical and kinda ironic, isn't it? Funny! When you wear a special headset and enter a weird cabin, you can enter the minds of the artists. They are a real mess! You have to destroy traumatic memories for real! Memories looks like real 3D items and human figures (but not living humans) that you can destroy with your axe! They break in hundreds pieces that you have to collect with a vacuum cleaner! The mechanics are quite good and satisfying. The more you collect, the more the dollars, and the more the chance to get the job! You can listen to the voices of the artists telling you their dramatic memories. You can understand that they became artists because of such traumatic experiences. So when you destroy their memories, you feel like you're destroying their art! But there is no alternative. If you want to proceed, you have to destroy the memories. I would like the option to proceed even if you don't destroy the memories; artists would thank you and obviously you would lose your job. Despite this fresh, funny, ironic premise, the game takes itself too seriously. Dialogues are dramatic, serious, monotonous, didactic, boring. They are well written and meaningful, but I would have expected something more sparkling, ironic, funny, in line with the premises; something like the funny dialogues in Portal 2. Even ambient or dramatic music seems to be detached from the premises. I can respect the developers choice; however, even accepting the more serious and dramatic approach, you're not so much engaged in the story. Artists complain only once about your mission to destroy their memories. You just listen to their plain stories and do always the same actions: destroying and cleaning. It would need flashbacks, visions, cut scenes and animations to underline the most meningful memories; just listen to voices is not compelling at all. You can admire a few artworks and items once belonged to the artists, but graphics and aesthetics of assets, meshes and environments are too poor. Many meshes have too few polygons and no or poor textures. Reflections of light, light effects, aerial effects, shapes and colors are not there or not satisfying. You can see that developers are beginners in computer graphics. You have a lot of lagging, tearing, hiccups, glitches (even audio) and low frames rate despite the poor graphics. There are too many penetration bugs, you can see through walls and rocks. The game would need V-Sync option. There are no or too few animations, transient effects are too abrupt. When you clean a zone, it becomes a ugly white rectangle. You can appreciate some textures and environments, e.g. the desert sand, the cave, but they are basic, just acceptable, probably standard free assets. All in all it seems an unfinished product. A game tackling art needs better aesthetics and graphics, a more refined work. It would need even better design and direction. Even story seems unfinished. The intriguing premises are not brought to maturity. The relationship with your mother remains halfway, suspended, interrupted. You have erased two artistic souls, discovered their traumatic experiences and then? Nothing. There is no real end. Just an abrupt ending text informing that you got the job and made a career in MindJob, or, on the contrary, you have done a bad job and you are destined to live as a poor artist. Depending on wether you use or don't use the vacuum cleaner. In conclusion, premises and ideas are very good but realization is poor and unfinished. There is too much gap between ambitions and realization, premises and conclusion. All in all it's not bad, I appreciate such initiative, I appreciate developers who dare to go beyond usual ludic approach and try to propose new and alternative experiences. They promote artists of the DSL Collection, this is praiseworthy. I like the topic about art and artists. There is a lot of smartness in this work, but it needs further polishing and job to bring story, graphics, aesthetics and content to maturation, to appropriate realization and ending. Don't give up! Steam has just thumb up or thumb down, no intermediate choice! So I give thumb up
6年前读景观入学时,设计社团的学姐对我说,学这个学科最重要的是学习如何“转译”,用空间说话 6年后读游戏专业,叙事课老师对我们说,游戏是在将制作者的感受“转译”,选择合适的机制、叙事材料、结构等传达给玩家。 就在我思考什么例子能体现转译的时候,这个游戏出现了 我想说这就是最完美的例子了。 如果你也买了这个游戏,请认真感受这个电子空间的一切 不管是经过建筑师极致转译的空间本身, drama的行为, 还是光、声音,甚至风(是的没错,在这个电子游戏里)。 它会带给你惊喜的。
[code]You can follow my Steam curator list for more recommendations: https://store.steampowered.com/curator/39817810-Indietiative.com-Indie-Game-Impressions-/[/code] Interview/AMA I did with the developers: https://youtu.be/7BpiuBIWCG4 Forgetter is a fascinating little thought experiment and attempt to find a new medium for how traditional art might be consumed in the future, wrapped up in a walking simulator. What would a world with pretty things, but without artists look like? What if society had the power to give creative minds to newborns, without the experiences and trauma that was attached to the artist? And what might that lead to? Forgetter is a relatively short game (1-2 hours), but its raises very evocative questions and has a fantastic atmosphere to back up those ideas. The game is a piece of art in itself and also doubles as a trojan horse for some frankly fantastic pieces of modern contemporary chinese art, that you will find all around the game, which are worth the entry fee in itself as a small, personal art exhibition you can enjoy right in your own home. I felt like looking I was even more receptive looking at these artworks due to the themes of the game making me receptive for them, proving that this could very well be a potent idea for showcasing art in the future. Fantastic and important idea of a game transcending video games and offering a new idea for the arts.
This is a great "game". This game has a heavy focus on story, as someone who usually prefers fast-paced action games, I still really enjoyed Forgetter. The gameplay of this game is very simple, but Forgetter is still an enjoyable game thanks to it's story, Forgetter's story is unique, and rather deep. This game has very breathtaking environments and levels, the art style is very appealing, however, due to this, it makes the game very demanding in terms of hardware, luckily, since this game is not a fast-paced game, it's still an enjoyable experience despite minor performance issues in certain sections of the game. This game is relatively short, and you would be able to beat it in an hour, but you can spend a lot more time in the game if you stop and look around at the beautiful artwork in the game. In conclusion, Forgetter is a fantastic game, and I highly recommend it, the price is reasonable. This game is the definition of "short and sweet". If you go into this game expecting a deep story instead of a fast-paced experience, you definitely will not be disappointed.
Disclaimer: I helped out with testing the game and got the game as a free copy. The game is mostly a "walking simulator", so the gameplay is kept relatively simple and the focus lies more on the experience of entering the very different minds of two artists and exploring their memories and traumas. Some of these memories I kind of expected (e.g. pressure from parents) but there are also other memories, some of them even pleasant that I didn't see coming. Personally, it felt like I got to know two people by discovering some of their key memories, which was interesting to me, because I don't know much about the artist life. I would have liked to see the game explore the different ways the "brain recycling" technology plays out for people, like in an episode of "Black Mirror". On a technical level, one can't deny some of the jankiness (weird hitboxes, some graphical glitches), but it shouldn't stop you from finishing the game within an hour as noted by the game in the beginning. All in all, if you can look past these shortcomings, I think it can be an interesting and thought-provoking little trip. :)
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