
A unique visual novel about the high school experiences in alternate-history East Asia.
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Languages: Simplified Chinese, Traditional Chinese
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Игра «局外人 L'Etranger» — это минималистичный, но поразительно глубокий интерактивный опыт, основанный на философском романе Камю. Погружает в абсурдный мир героя через простую, но цепляющую механику выбора и созерцания. Идеально передаёт чувство отчуждения и бессмысленности бытия. Крайне атмосферно и заставляет задуматься. Сильно.
L’Etranger is a psychologically driven visual novel that focuses heavily on emotional isolation, fragmented memories, and surreal storytelling to create a haunting and introspective experience. Rather than relying on conventional romance structures or fast-moving plot twists, the game builds tension through atmosphere, ambiguity, and emotional discomfort. It presents a world where reality constantly feels unstable, forcing players to question not only the truth behind the story’s events but also the emotional reliability of the characters themselves. The result is a slow-burning narrative that feels deeply personal, melancholic, and emotionally unsettling from beginning to end. The story follows a protagonist drawn into a mysterious sequence of events connected to forgotten memories, hidden trauma, and encounters with people who seem emotionally damaged in ways they barely understand themselves. As the narrative progresses, ordinary reality begins to dissolve into something dreamlike and psychologically unstable. Conversations become increasingly layered with hidden meaning, environments feel detached from logic, and the line separating memory, imagination, and truth slowly disappears. Rather than guiding players through a straightforward mystery, the game encourages interpretation and emotional analysis, making the experience feel far more psychological than plot-oriented. One of the game’s strongest qualities is its atmosphere. Nearly every scene carries a sense of emotional distance and quiet unease that never fully fades. Locations often appear empty, dimly lit, or strangely disconnected from reality, creating the impression that the protagonist is trapped inside a fragile emotional space rather than a normal world. The pacing deliberately allows moments to linger, giving conversations and visual details emotional weight. Instead of using traditional horror techniques or dramatic action, the game builds tension through silence, implication, and unresolved emotional conflict. The writing is particularly impressive because of how naturally it blends grounded emotional conversations with philosophical and symbolic storytelling. Themes involving loneliness, guilt, alienation, repression, and identity are woven constantly throughout the narrative. Characters rarely communicate honestly or directly, which gives nearly every interaction an underlying sense of emotional instability. Even seemingly ordinary conversations often feel loaded with hidden resentment, fear, or unresolved pain. The game trusts players to interpret emotional meaning for themselves rather than explicitly explaining every detail, which gives the story greater emotional depth. Character development is subtle but highly effective. The protagonist is not portrayed as heroic or emotionally strong, but rather as someone psychologically vulnerable and increasingly uncertain about his own understanding of reality. Supporting characters feel equally complex and emotionally fragile. Some appear comforting at first before revealing manipulative tendencies, while others seem emotionally distant yet deeply wounded beneath the surface. Relationships evolve gradually through fragmented memories, awkward conversations, and emotionally charged encounters that slowly expose hidden truths about each character’s emotional state. Visually, L’Etranger embraces a restrained and atmospheric art style that perfectly supports its tone. Character artwork emphasizes expression and emotional nuance rather than exaggerated anime aesthetics, helping interactions feel more grounded and intimate. Backgrounds frequently use muted lighting, surreal framing, and isolated environments to reinforce the game’s dreamlike quality. The visual direction rarely seeks spectacle. Instead, it focuses entirely on mood and emotional immersion, creating scenes that often feel haunting despite their simplicity. The soundtrack also plays a major role in shaping the emotional experience. Soft piano melodies, ambient soundscapes, and melancholic electronic compositions create a constant sense of sadness and psychological tension. The music rarely dominates scenes aggressively, instead lingering quietly in the background to reinforce emotional vulnerability and uncertainty. Silence is often used just as effectively, allowing uncomfortable pauses and emotionally difficult moments to feel even more intense. Combined with the subdued visuals, the soundtrack helps create a world that feels emotionally fragile and deeply lonely. Gameplay remains relatively simple, following the traditional visual novel structure of reading dialogue, making narrative choices, and progressing through branching story routes. The choices themselves often influence emotional relationships and determine how much information players uncover about the story’s mysteries. Certain routes focus more heavily on emotional connection and introspection, while others descend further into psychological horror and surreal ambiguity. The branching narrative encourages replayability because many of the game’s themes and revelations only fully connect after experiencing multiple perspectives and endings. One of the more interesting aspects of L’Etranger is how intentionally ambiguous it remains. The game rarely provides direct explanations for its larger mysteries, instead relying on symbolism, emotional implication, and fragmented storytelling to communicate meaning. This ambiguity strengthens the dreamlike atmosphere because players are never completely certain what is real and what exists only within the protagonist’s damaged perception. However, this approach may also frustrate players expecting more traditional storytelling or clearly resolved narrative conclusions. The pacing can occasionally feel slow, particularly during dialogue-heavy sequences where emotional themes are explored repeatedly without immediate plot advancement. Players looking for action-oriented storytelling or heavily interactive gameplay may struggle with the game’s introspective structure. The narrative requires patience and emotional investment, rewarding players who are willing to engage deeply with its symbolism and psychological themes. Despite these limitations, L’Etranger succeeds because of how fully committed it is to emotional atmosphere and introspective storytelling. The game never abandons its psychological focus in favor of easy drama or simplistic answers. Instead, it remains consistently melancholic, surreal, and emotionally raw throughout the experience. Every artistic element, from the visuals and soundtrack to the fragmented dialogue and pacing, works together to create a story defined by emotional uncertainty and fragile human connection. For players who enjoy psychological visual novels, surreal storytelling, and emotionally driven narratives, L’Etranger offers a memorable and deeply atmospheric experience. Its combination of introspective writing, dreamlike presentation, and emotionally unstable characters creates a story that lingers through mood and interpretation rather than traditional plot twists. While its abstract narrative style and slow pacing may not appeal to everyone, those willing to immerse themselves in its emotionally fractured world will discover a haunting and thought-provoking exploration of memory, loneliness, and emotional truth. Rating: 8/10
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
这是我玩的第25部galgame。 从简介和评测来看题材特别大胆(真怕玩着玩着号没了),而且是一个似乎是架空世界观但是和某些历史事件相关的游戏。但还是想看看故事怎么发展。(打不开的请检查OpenAL是否正确安装,前几天清电脑把这个清了导致打不开)(评测中含部分成就获取方法) 打这部gal的时候让我想起了橘子班三件套的第四部——《余香》。或许历史在某些角度并不是唯一解,我可以不认可他人所处的立场(假设包括这部作品本身),但有时候了解一些其他视角的立场会让自己更加坚定自己所处的立场。至于现有状况下旧有话语体系和新的话语体系之间的斗争,可能要数年之后才会得到答案。 以及说到游戏中高中生活……想起来自己前几天做过一个梦,在那个梦中,高中还是那个高中,但是梦中的高中同学已经不再是那帮人。现在我已经找不到什么特别高尚的词语去形容自己的高中生活(其实是完全没啥特别珍贵的回忆,而相关的回忆还是在课堂之外),但我也不会用所谓“正确”的“值得留念”去形容它。 茨维娅线(激进选项数目大于秩序选项数目即可进线)观感:一成不变的生活中我们还是需要这种理想的空想主义者——似乎很疯狂,似乎注定失败,但它至少在人们心中留下了些什么。但是,True End居然是跑到美国吗……这个是真没想到啊。 真穗线(秩序选项数目大于激进选项数目可进线,含Good End和Normal End两分线,进线方式是夏甲问是否合作,同意进Normal End,不同意进Good End):真穗给我的感觉是属于偏向守序中立,这种情况下确实是个生存手段,但事事相对温和的中立在急转弯变化面前非常脆弱。 逃学威龙成就获取:在问去不去心导部全部选择“不去”即可获得。 剩下俩成就某种程度上算是互斥成就,8个选项里边全选绝对激进获得Chaos Child,全选绝对秩序获得Lawful Neutral。(中间不能漏选任意一个,否则需要重新选!!!!!!) 终评:里边其实有些键政隐喻,这里不便明说;故事本身倒是写得很不错。给到大杯,可以游玩,但是谨慎游玩。
笑死我了
篡改历史+极端化塑造+主观正反派影响这部游戏注定博人眼球,但说实话,作者的认识限制了游戏的高度,用再多的说明和再华丽的修饰也不能掩盖错误的事实,不过是借夏校长的嘴讲自己的观点罢了,事实明显错误在臭不可闻的前提下灌输所谓的法则,灌输思想都弄不明白也是菜的没边了 游戏的前篇写的就相当一般,甚至可以说是灾难性的,居然出现把游戏当成小说写的这种问题,后篇也只是勉强到及格线,既然决定做这种内容至少有点毅力和恒心吧?buff叠满+灾难性的体验我只能说神了,甚至还有疑似刷好评环节 不过在国g这一块我想这还真是独一块(笑)
[b] 隐藏内容为可能含剧透 [/b] 实际游戏时间大概一下午左右,我应该是晾着游戏睡过两次所以显示时长比较久 讲故事这方面做得还不错,合我的胃口,既能有居高临下看中学生去想他们天真幼稚的感觉,又回想得起自己青春时期而与部分内容共鸣。角色偏脸谱化,但起码没有形象崩坏。[spoiler] 茨维娅线偏浪漫,但很多问题完全没有去解决,作为true end感觉欠了点什么,官网的CODA篇整个莫名其妙,就按制作组说的当同人看待算了;奈鹤我有想过会不好写她与主角的交互,没想到是纯配角,一条线都没有;占了两条线的真穗感觉就像个替补,别人不要男主男主就找她来了;余弦后面是彻底被忘了,本来以为哪条线还能出来蹦跶一下 [/spoiler] 游戏系统上面,用手机看log回放不是很方便,同屏能显示的内容太少了;读短信功能没用起来,如果能在读与不读哪怕改一两句话都还好,现在除了刷成就就只是一个快进过剧情的减速带;[spoiler] 第一篇做理综题和社团活动的好感度后面完全用不上有点意义不明,是本来想更多分支但经费不够了或者剧本写不下去了吗ww [/spoiler] 社会背景的部分给我的感觉就是制作组中有人塞入了过多的[b]键政私货[b/],而且相册里的CG都是社会历史相关的,反而一张女主的cg都没有是闹哪样? 要打分的话整个给个3/5,可惜steam没设中评,看在免费点个推荐,不去精读简单玩一下也不坏
台詞過於刻意了玩起來怪怪的
A story about social class and education. 但是为什么要强行搞cp?你哪怕把真穗和奈鹤换一下,或者哪怕真穗线是友情结局。后面一整个直接无法代入
题材新颖,对游戏世界观的描写也符合我喜欢抽丝剥茧的阅读小xp...........希望该工作室会有更加有趣有深度的内容在不久的将来。感谢你们的辛苦付出。
[b]各种意义上充满幽默感并且品质不错的作品。[/b] 今时今日的社会环境不论是相比于游戏完成更新的2021年还是游戏立项的2016年都无疑更加保守得多,这样的环境下显得心得总结中那句“克制自己的政治表达,不要刻意宣传“格外幽默---这已经不是畏首畏尾委曲求全就能保全自己的时代了。你能想象一个仅仅只是出现自己不满意的内容就打为宣传输出的时代吗?一个只要自己稍微看不惯就上一万个价值扣帽子大肆聚众批斗的时代? [h2]设定[/h2] 在没看CODA之前我一直以为世界观只是单纯的换皮映射,比较lore的包括那些只出现在填色游戏的设定就不研究了,很有意思的设定就是决定最初复读的动机部分。开头像做了场噩梦一样,化用了某种中国人的集体潜意识一样的东西。绝大多数中国人想必都做过同一场梦:被以各种只在梦中合理的理由从早已脱离做题的当下身份被抓回高中继续上课。我甚至怀疑开头部分是不是刚从某个噩梦中惊醒后写下的。 然后就是本篇和CODA险恶的影射部分,我只想说,如果无法面对恐惧就会变为崇拜,欺骗自己和自己恐惧的对象是一伙的。这是一切争议的源头。 再就是做题居然是真的做高中的题,有点PTSD的感觉。 [h2]人物[/h2] 第一次看到立绘就已经猜到茨维雅是一号位女主了,实在想说的有种王座最爱的燕妮的感觉,,,不过游玩起来还挺吃这一套。 游戏花了大量文本刻画,完美的理想主义者,真诚,热烈,年轻,缺乏经验---这是个奇迹,和这个游戏的其他部分一样是奇迹之一---如果这里的人有其十分之一的勇敢会忍受同一个人14年吗?让人不太看得到其家庭背景之后的决心。世上的事情都带有太多遗憾和不完美。假如当初再勇敢点会怎么样?假如当初川军没有那么禽兽不如,当下会不会就是另一幅面貌?没人能回答这些问题,只剩下充满着失败主义者的当下。 对真穗并没有太多感觉,这个社会并不缺温良的中国人,尽管绝对比例上讲温良的中国人相比当下的反动另类右已经非常少了。 评论区有提到对夏甲观点的赞许,在我看来只不过是所谓厚黑学的另一面,充满着这个国家最喜欢的对上位者对失败者从尊严到生存资源的赢家通吃的膜拜---罪魁祸首之人甚至往往还能用道德审判别人,自持着权力地位洋洋得意并嘲笑着一无所有的人挣扎着的丑态。贪得无厌的人总是一味索取,金钱,权力,甚至连道德也属于你们。带着优绩主义烙印的人不论持有多先进的观点也脱不开中国人的烙印。我只想说你永远是,,, [h2]剧情[/h2] 目空一切的犬儒主义者撞得头破血流等待命运收尸的故事。即使有那么多中国人平凡的日常里等了一辈子也没等到的奇迹轮番发生,依然没有什么东西会变好。颇具荒诞的是这片土地上正发生着的事情并不是一句“假如我再努力一点”就能改变的,太多的东西等不来,包括宏大叙事和个人枯燥乏味得能杀死几千万人的日常。 尽管茨维雅实在有点燕妮的刻板印象搞得很难绷但第一次玩就打到了TE结局,完美的理想主义者只有撞得头破血流才符合美学逻辑,这是场不会到达终点的旅途,永远不会出现在当下的勇气和决心,创造了这场永远不会发生的梦。 [h3]本体[/h3] 游戏前期的气氛很有做题的感觉,不过连到11点的晚自习都没有吗,,, 评论区有对战车道部分剧情作用的质疑,我想说这部分剧情其实为后续部分夏甲开后门做了动机补充,本身也是一种张力。没有老英雄的身份和小英雄的搏斗就显得没有那么幽默。 夏甲的诡辩其实体现了这个游戏更加幽默的一部分,那就是文本想用这部分表达对理想主义的讽刺且可以从场外看出该观点是真心的,但这套观点其实显得表达立场更加温和中国人,因为这套诡辩从源头上就不合理,本质上还是中国当权者及其支持者最喜欢念经的不配得论。“因为中国的素质/资源不够,所以我们不能./现状是最好的了.....""我们衡水不管怎样烂本质上是在帮穷人家的孩子改变命运.......“我想问蛋糕到底要做多大才算不少?把现在的GDP缩减到十分之一回到几十年前耽搁你们敛财了吗?冠冕堂皇扯什么帮穷人改变命运的时候敢把这么多年来贪赃枉法收穷人送的礼物和钱退回来吗?敢不从全省掐尖录取生源吗?至于提到的退路问题就更加搞笑,反过来说,一个人就因为他家有钱就不能革命了吗?这是什么换皮的"老子革命儿混蛋"?贵为罪魁祸首好意思说别人不顾他人退路自私?没有你这些人好好的怎么会沦落到需要退路?你这么无私怎么也没见少收一分钱?比较幸运的是当下的做题神话正当性已经被历年来铁一样的事实大幅削减,乃至于官媒已经开始提前削减正当性踩刹车。不过搞笑的是即使你知道了一切也不会改变什么,这是一种有恃无恐。明明白白摆着,但是任何人都没有办法,只能继续听下去他们的这些狗屁。 [h3]CODA[/h3] 一切的幻灭。 就当下而言我对CODA中刘仲敬式预言的洪水和诸夏保持悲观。当下的现实似乎过于稳固了,一切试图升空的东西都轰然落地。如果说正作还是个努力过挣扎过最后撞得头破血流的故事,那在CODA中就完全被命运所左右。渺小的个体无法决定任何事物。宇宙很大,地球是一粒沙,我们连一粒沙都不是。(第二天他说......) 很喜欢结尾部分的归乡之路,像远处的拉莫---祖父中的荒诞和惆怅感。当时代的洪流淹没一切现下的景观,当个体的命运前路渺茫漂泊不定,所有的梦想都化为焦土,已经上过天堂的人只剩下地狱。 无法到来的奇迹,许诺着血海一样的未来。 [b]最后评价下评论区,中国人怎么就那么能装呢?扯什么见不见证私不私货保护纯洁性的,不就是没见证到你喜欢的观点?搞个什么平时最爱的烈焰升腾2.0之类的意淫影射又是另一幅面孔了,难绷,骗自己真有一套[/b]
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