
Slip into the Standard Issue Biosuit as Myo Hyori, a gifted Korean teenage girl who must face the perils of the future. Survive many hazards, explore a seemingly endless metropolis and beyond as the world around you implodes and history marches towards its inevitable conclusion.
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Slip into the Standard Issue Biosuit as Myo Hyori, a gifted Korean teenage girl who must face the perils of the future. Survive many hazards, explore a seemingly endless metropolis and beyond as the world around you implodes and history marches towards its inevitable conclusion.
This is a cyberpunk inspired first person shooter with light environmental puzzles and a long, detailed singleplayer campaign focused on story and world building. G-String aims for an old school approach where there is minimal hand holding and your biosuit automatically keeps track of your health stats, ammunition count and armor condition.
You need supplies to heal yourself, replenish your ammo/armor but your suit automatically takes care of your lights, sprinting and breathing (open air and underwater). Your on-board neuro-enhancers, air filters and light sources automatically recharge using movement and/or sunlight.
Courtesy of Bortz Bioengineering your biosuit is very resilient but you do have to be careful: prolonged exposure to toxins will lead to fatal failure! You need to watch out for all sorts of environmental hazards, especially later on when the pace picks up considerably.
Your telekinetic/pyrokinetic abilities will be available from the start and throughout most of the game, they should be enough to make progress until there are more means of input available. Worthy to note that initially your night-vision will be disabled as your biosuit was damaged presumably in earlier lab experiments.
Despite the title Myo never comes across any explicit mature situations. If she wants she can also find ways around some of the fights as well. The game responds to her behavior: the less aggressive she is the less enemies she is likely to encounter down the line.
FEATURES
LEARN about the troubled future of a space faring, shattered mankind.
ESCAPE the ruthless, uncompromising powers governing Earth.
SURVIVE acid rain, storms, a crumbling infrastructure and the omnipresent smog.
EXPLORE many highly detailed maps with multiple routes and hidden secrets.
PICK your fights; the more violent you are the more enemies you'll encounter.
SOLVE environmental puzzles of varying complexity.
REACH for the stars and beyond in your quest for answers.
ADDITIONAL NOTES
As long time fans know G-String took well over a decade to complete because it was a solo project for the most part; all assets and the lore had to be developed from scratch.
My sincere hope is that this does not impact the game's quality, scope and scale negatively. From the slums of Greater Chinatown to Low Orbit Earth and Beyond your adventure will take you through several distinct locations. No important story elements were cut and the game was not divided into episodes- yet another reason why development took long.
The finished product is not perfect nor will it ever be perfect however it has reached a stage when it's hopefully good enough for release considering the time and resources available to me at the moment.
The goal with the initial release is just to put out a game that can be played form start to finish with no issues. There are no achievements and translations available yet. Those will probably be included in later updates if there is interest in the title. Of course if I had missed anything and there are any urgent problems they will be fixed in an early update as quickly as possible.
The game's retro glitch art infused aesthetic draws heavily upon science fiction films released between the late 70s and early to mid 90s. Exceptions to this rule might include 1969's Space Odyssey or The Matrix. The world's design is very low key and as realistic as possible, everything was put together with feasibility and mass production in mind. The HUD and hints are also kept to a minimum.
When work started on this project I was going through difficult times and G-String reflected this by touching on some troubling issues. Over the years even elements of horror and surrealism have found their way into the mix. Everything changes though and this work should not be viewed as mouth piece for anyone's views or beliefs. Everyone is encouraged to make up their own minds about the concepts they are presented with.
The game is 10 to 15 hours long, combat is spaced out and can be harsh. Sometimes fights with humans can be avoided and multiple paths are available. There are a few cut-scenes in G-String but they are brief and depict things that would otherwise be impossible to show from the player's point of view.
The different post-processing FX settings such as "Film Noir", "70mm" or "Sin City" can give the game a radically different feel so try to experiment to see what fits your gameplay style the most.
POSSIBLE SPOILERS if you choose to view the "quick reference" PDF. Beauty Secrets will be updated after the release of the Ultimate Edition.
Thanks to everyone at VALVe / Steam for their help! Thank you very much!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
I really wanted to like this game. I will say I am a fan of the art direction...and that is about it on the positive side. Now for the negatives. The gameplay is so frustrating, mainly because the player character seems to either collide with, get stuck on, or bounce off in a random direction on every single piece of debris which makes the platforming very uncontrollable. Momentum while crouching is especially janky as well and very prone to hang-ups on geometry. This ties into the abysmal level design which seems designed to annoy/ambush damage the player as much as possible. I just don't think this game is particularly fun or worth anymore of my time.
G String I recommended but if you’re sensitive to flashing light then you may want to skip this one because about at the end of the game all the cutscene get worsen. The rest of the review will detail what I think of the game. Because this is one of the most ambitious titles out there, since this game start off as a mod release in 2011 that you can still download for free but know this it is a different game compared to this steam version due to the amount of change made. Link here https://www.moddb.com/mods/g-string Then there is the Lore document that details much of the game world. The work this dev put is admirable. If the Dev somehow read this thank you, even know there is many issues with the game mainly the level design you are the only non-live service game I spend more than half a decade following. Gunplay The first thing you notice is the off central flashlight and infinite battery. With the amount of dark area in game, you spend most of it staring at top left of the screen. But there is more each weapon got their own flashlight for some reason each of those new guns had their flashlight move toward the top left no idea why the dev thought this is a good idea and the flashlight move with the weapon animation. No idea if this is intentional or not did try the FOV slider it remain the same. For the weapon itself Telekinesis is a HL2 gravity gun but surprisingly despite the number of details present in game there isn’t much to throw at enemy expect pickup ammo from unreachable place. There is pyrokinesis which spawn a fire ball that is needed for a few puzzle but other than that, it is not really useable until the upgrade by the end of the game. Oddly enough the guns of G String only get distinct look but much of them function way too much like HL2 counterpart with some HL 1 inspiration, that unfortunately never reach its full potential. Pistol like the HL1 version the gun with a bit more accuracy no secondly function since there is no zoom any shooting of long-range feels awkward. Also this gun got a unique design for the flash light shape. Kobi Gun it’s the high damage hardly had ammo come by gun with small ammo pool and much like the pistol no secondly function not even a zoom but thanks to its pinpoint accuracy it turn into a makeshift sniper rifle. SMG it does more damage much like the MP5/M4 HL1, it has plentiful ammo too much at times for example an ammo crate (infinite ammo box) that spawn SMG ammo right next to it, a stack of supply crate that somehow only drop the same ammo even know my ammo capacity is full meanwhile other ammo pool is almost empty. Wave Gun it is the HL2 AR2 without its secondly function had only one full magazine clip of ammo to spare, even know it clearly have a scope it is not use. Grenade much like SMG its ammo crate is find in many places, the quirk is when use it throw in an almost straight line, no growing light HL2 version and it can bounce back at you. Shotguns it has batter range then HL2 counterpart that’s it. However, I do find it annoying that it is not given to the player sooner since the early levels with NANNY+ (zomebies) who show up in horde do need it. Rocket Launcher it functions identical to its HL2 counterpart that is laser-guided targeting, hardly any ammo come by and only needed for a few sections also its flashlight has half of it outside of your HUD. Sniper Rifle the only gun with a built-in zoom as secondly function, if only it is given much sooner then it would eliminate the issue of how to return fire to that guy who is firing at me at the other building without wasting ammo since pistol have good enough range but not really good for the task and ammo for Kobi Gun is hard to come by. Lastly there is a space battle level I like it but there is only one. Overall, the arsenal is the standard military archetypes which is surprising since the Dev have such experimental look throughout the whole game but not the weapons they did not add anything new to the arsenal. Enemies There is a lot but there is only 2 distinct type the one with guns and the one without The one with guns function pretty much like there HL2 counterpart with of course the G String touch but somehow, they don’t look as memorable as their beta version possibly due to their darker colour patten that blend into the dimly lit level in game. There is 2 enemy that is unique to the level the air guard that is resist to shotgun blast and the other that show up at the end of the game that may make you consider on this purchase because they have the ability to shake you screen almost to a motion sickness level for me. Rebels although not hostile but due to their darker colour patten and dark levels design choice. The act of friendly fire that turn them hostile is not that uncommon, other than that they only show up from time to time. Wave turret only killable until knocked over, they’re a bit harder to flip over thanks to there large legs other than that they are the HL2 turrets. The other unarm ones They not really fun to fight against since they do overstay their welcome Androids they behave like zombies there is 2 types, but NANNY+ is the majority they are almost 70% of enemy faces in early levels they work for the horror themes, but they bullet sponges by the time they got less health later in game I am already sick of dealing of them. For story side they the machine uprise against humans, but here is the thing I find it baffling they can even stage an uprise with those things. Fatcam a drone that show up every single level there is 4 types The one that stare at you if you shoot them, they try to throw them self at you to go boom. Then there is the one with guns not a big fan of them since they shoot you over the cover one is armed with wave rifle expect they don’t drop the ammo the other one zip the player at close range. The last one they show up once in the whole game not sure if that good or bad, they fly towards you and boom load last save. The gunship not much to say about them. Demo worm the only enemy that don’t overstay their welcome since they only show up from time to time. Levels The stars of the game also its greatest flaw the atmosphere its outstanding very horror focus think Metro series meet Half Life 2 (only the weapons) in Silent Hill also Star Wars with surreal element find in David Lynch film style that is just to name a few. As much as I enjoy the atmosphere the dimly lit corridor is hard to see with this small and misaligned flashlight expect for the melee and Telekinesis where the flashlight is large clear most importantly not misaligned. The only reason I can think of for this design choice is to ensure it don’t ruin the atmosphere due to the main dark area setup in a way that looks great without the flashlight. Sign posting for progression is quite poor due to it hidden away from the details for example at one point just before the first body horror cutscene there is a weight puzzle but it is not well signal to the player or that other time after the train you need to jump on this thing to move alone the edge of the wall to finish the level it is too not well communicated and at the tower 1 level you need to jump out of the window land on the window cleaner spot to take the elevate but due to the amount of details in the level it was hidden in plain sight. Another issue with the level design is there is a rich diverse style from across the game, but its overuse of silent hill look that is haunting, disorienting fog, rusted and peeling industrial decay. If you look at the art document of G String, the design choice come off as story first, but I find the silent hill design choice get in the way of gameplay since it’s not that exciting compared to all the other design. The floor is lava platforming section it to close to each other as in after finish one part 2 min later here is another. Lastly at some point that happen way to much is enemy will shoot at player in a unreachable area
the REAL cyberpunk2077 this isnt a fun little movie game, this is serious ♥♥♥♥
"It's like Cruelty Squad if it was good." TL;DR below. I have a lot to say about this game, it is by no means perfect but it is possibly one of the most bizarre games I've ever played and definitely the most bizarre source mod I've seen, which is saying something. If you are a fan of environmental design, David Lynch, esoteric philosophy, and not understanding a ♥♥♥♥♥♥♥♥ thing then you'll probably like this game. Gameplay wise it's a half life 2 mod, and probably it's weakest point. Not that the gameplay is bad, I think in some ways it improves on HL2s base gunplay. My main gripe is with how enemy encounters are structured through out the game, though apparently you can be a pacifist? Not being a pacifist because it's an FPS, the encounters ended up feeling repetitive and with a 10-15 hour runtime I don't think it does enough to innovate upon itself. There's air security guards that mix up the gameplay by forcing you to use arguably the best gun in the entire game the SMG, which by this point you've probably been using for a while. That and I felt there were way too many environmental hazards over the game, 3 different mines, ceiling water that hurts you, and every pipe is bursting with steam that kills you in seconds. Some damage values are set way too high it feels. So why play it? It'll be a hard sell to most players, especially those not familiar with Source engine and its gimmicks. I still recommend giving it a try though because of how weird yet high quality the game is. For the most part, it was made by one man and that gives a level of stunning to it that you don't get much else where. One thing I found particularly entertaining for me was just observing all the small and large details in the levels. They're beautifully crafted and there's some really amazing set pieces in the game. The story is... Something. I read a bit into about something called Body Without Organs by a French philosopher. Maybe reading deeper into that and replaying would illuminate things but I do wish there was at least any clear cut answers at all. Feels like there is a lot to read into here but I have no idea how deep it goes. Think the ending leaves you with far more questions than answers, but the general gist of, humanity is falling apart, you start an uprising, the world ends*??? That part was fairly clear, kind of. TL;DR Gunplay: Better than HL2 for the most part. Gameplay: Has some pretty glaring issues but manages to be fun enough. Art: Amazing, definitely the best part of the game. Sound: Very ♥♥♥♥♥♥ weird, some bangers in the soundtrack though, mixed in with moaning nightclub type beats. Story: Very confusing besides the main through line, but seems to be very deep. 8/10
I have yet to complete an official half life game, but this being my first makes me excited for the others. It is very stylized and confusing, I think that adds to its charm. Thank you for this experience.
A mesmerizing masterpiece full of creativity. This cyberpunk world is hands down one of the best ever created. I keep doing pauses while playing to contemplate it. Eyaura you are a genius.
An absolute hidden gem. A must play for any cyberpunk / dystopian future fan.
difficult game, also beautiful
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All right. Completed the game. There is literal evidence on the internet. I do not mean to self advertise at all. All I am saying my reactions are documented for. Now for the review, let me first start with a rating: Rating: 4/10 Why so low? is because 80% of this game felt like a sewer simulator. I was a rat. I downloaded this game initially because I wanted to play a game with like surreal environment. This game tried to deliver that, passed in certain cases, failed in many. Like at no point, in this hours long journey of this gameplay, did I ever feel connected with the character. Her Strengths were not really her strengths if you get my point. I was like any other game character, but this time, I was just powerless. Being guided, not being in control. What I am trying to say is the telekensis and the pyro ability had no <profanity> role throughout this shabang. Yeah let me light up some oil spills, that will help. Nonetheless, also like no story at all, but I feel like that is something common everyone will be facing, so won't go over that. And ofcourse, there was something really weird about the "puzzle" environment thing for this game. Like I didn't feel at any point I was doing a puzzle. Because whenever I got stuck and I got out, I didn't feel accomplished, I just felt like oh, that can happen too huh. One good thing might be is the hardness of the game. I like how raw this game can be. It doesn't guide you, it doesn't explain to you, you one day install, go through everything, and then finish the game. And I feel like I will easily forget this game too. But maybe that was the beauty of it. I want to go more harsh, but it's fine. All I felt was misery as the game was ending. I didn't feel like I wanted to play, I wanted to quit. The reason I kept playing was just that you know, what if something I am not seeing might be revealed at the end? sunken cost fallacy is what it's called. But not to spoil, spoilers beware, but there was nothing. Nonetheless, at least I feel good now. Why? because finally this game has come to an end. I did not go as a quitter. I played your sh*t, hated it, but finished it. I will move on to other games now.
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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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