
Dive into the mysterious world of the "Last Resort", a non-linear visual novel where past and future are woven together. His life’s breaking under the weight of life problems. Unable to fight any further, He decides to take his final journey. Will it change anything? Or will it lead Him to the end?
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Languages: Russian*, English*languages with full audio support
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Hours played at review time, across 40 reviews with recorded playtime.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
[h1] A hidden gem held back by it's length [/h1] I should start off by saying that i was very pleasantly surprised with Last Resort, so much so that it has earned a spot among my favorite VN experiences of all time (with emphasis on “experiences”, I’ll go into more detail about this later on) and exceeded my expectations that were set from other reviews. [h2]The Good[/h2] The biggest praise i could give to this game would have to go towards it's excellent writing, that, despite it's short length, managed to convey the exact emotions it aimed for with such accuracy that it made me sob a few times, and even made me take a break to recollect my thoughts, despite not being the kind of person that’s usually affected by games to such a degree. It’s a shame too, because I feel that a lot of people might’ve misunderstood the developer’s intentions and attributed that to the writing being “bad”. It’s kind of hard to explain stuff like that without making them feel like a “to be fair, you have to have a very high IQ to understand Rick and Morty” type of situation, but bear with me. At the end of the game, you receive a note by the developer stating, among other things, that “[spoiler] Every one of us wants to run away from our problems from time to time [/spoiler]. That’s [b] the feeling [/b] I’ve tried to put into the “Last Resort”.” And, knowing the vast thematic scope that the game went for and it’s incredibly limited runtime, it couldn’t really be any different. The point wasn’t for the player to emotionally connect with the characters themselves per se, but for the characters to act as a reflection of the player’s own life struggles. The emotional resonation is meant to happen through the incredibly accurate representation of the thoughts and feelings that the protagonist goes through during the events of the game. Or at least that was my personal interpretation that allowed me to enjoy the game as much as I did. Aside from the writing, the artwork is also very pretty, the animations were better than I expected them to be and the soundtrack was nice too. [h2]The Not-So-Good[/h2] Considering the game’s main theme is escapism due to disappointment in our everyday lives, it’d be nice to see a bit more of the protagonist’s everyday routine and actively experience his thoughts during it instead of being quickly filled in on his background before going straight to the main plotline. However, that doesn’t mean it went on for too long. On the contrary, the main issue lies in the game’s incredibly limited length which didn’t allow it to deviate from the main plot. In that sense, the execution couldn’t have been much better, but at it’s current state it almost feels more like a proof of concept and the developer’s talent in writing rather that the full-fledged visual novel it could have been. It’s not an incomplete visual novel by all means, but based on it’s scope it doesn’t feel fully realized. However, it still does offer a worthwhile experience at a fair price. Aside from that, there’s a violin track that plays around the beginning and the end of the game that has a weird 360 effect where you hear the violin constantly rotating around your head if you wear headphones. I don’t know if it’s intentional or not, but I found it incredibly distracting. I’ll also agree with other reviews that the bouncing in the eyes’ irises was a bit excessive, and in my opinion so were the bouncing question/exclamation marks and multiple hearts. It would maybe make sense in an H game to signify progression, but in a normal vn they were a bit too much, and a simple face expression or at least fewer popup symbols could’ve done the job. Lastly, while I wouldn’t outright categorize it as a negative, the voice acting unfortunately ended up breaking my immersion more than anything so I opted to disable it. I personally didn’t find the deeper voices and the Russian language to fit the characters that, unless I’m missing out something, weren’t supposed to be Russian. But again, it’s not really a negative. The voice acting is more of an added bonus from the developer, and the lack of voice acting is just as serviceable. [h3]Conclusion[/h3] Hidden Resort is an emotionally engaging, worthwhile experience that unfortunately doesn’t deliver as much as it could due to it’s short length. Despite it’s shortcomings, it delivers what it promises at a fair price. [b]Final Score:[/b] 8/10
《Last Resort(终极手段)》,一款俄罗斯穷哥们精心制作的视觉小说。失意,疲惫,大多数的人生底色都如此。那如果给你一个机会,让你回到过去,改变这一切呢?鲁莽地改变人生,还是麻木地再次经历呢?这是一个绝望的青年的故事,一个在回忆和抉择中接受平凡的故事。 [h1]热情和用心[/h1] 我是兴趣使然的鉴赏家,喜欢独立游戏,因为可以在表达者搭建的舞台中听故事,这里的一切都围绕着主题,代表着一些事情,成为我感动的助力。 在玩这款游戏时,其实也明显地感到了一些粗糙、急躁,但这在作者的用心前不值一提。短短的两个小时,能从很多地方看到作者的热情,感受到他的想法和用心。他一定是很喜欢游戏的,热爱这种艺术形式,并且热切地用它表达着。迫于现实,时间、成本、商业化,作出妥协是常见的。 是的,两个小时的故事里放进四条线太拥挤,这样的篇幅也很难讲好这个主题的故事。这已经不是简单的“选用哪种表达方式”的问题,而是从根本上缺乏了厚度。但我真心觉得,如果他能继续做下去,总有一天会做出更好的游戏。 [h1]一些想法[/h1] 强烈的精神冲击,如痛苦和失意,会让我万念俱灰,彻底放空,有时会想起以前的事情。比起“如果能重来就好了”、“都怪XXX”这种幼稚的想法,更多只是自我厌恶。 这时候难免会想到一个小孩,那是很久以前的我,跟他对视。我知道这是假的,因为如果那真是我,他一定懒得正眼看我,我跟我想成为的人毫不沾边吧。人生是个奇妙的东西,它是单向而有尽头的。因此它常常表现为漫长的未来,偶尔投影成美好的过去,当我睁开眼,它只在我的眼前。它是如此割裂,唯有彻底闭上眼时,它成了一个整体。 想起一部漫画的情节,改编版的女儿国。 ——“圣僧,我喜欢的是你的人。” “并非是你御弟的身份,也非你圣僧的名号,我只是喜欢你啊。” “为什么不能放下这些呢,我们会很幸福的啊。” ——“你爱的是我,是此刻的我,对吗?” “可是此刻的我,是圣僧,也是御弟,那是我的一部分。” “假设我不曾遁入佛门,我还会是现在的我吗?” “那样我不曾听闻佛法,还是那个游手好闲的人。” “以我父亲的资产,我可以在长安城享乐一生。三妻四妾,幸福终老。” “我不会来到西域,也不会遇见你。” “那样的我,你怎么会喜欢呢?” 曾经问过一位朋友,让你现在回到小学,你会好好奋斗一辈子,还是再玩一遍过来?他毫不犹豫地说,再玩一遍。是吧,不然那怎么会是我们呢? 人生是奇妙有趣的,命里有时终归会来。 [h1]总结[/h1] 本作虽然篇幅较短、成本较低,但立绘还是十分精致,UI虽不豪华,倒也实用。音乐、剧情都在线,至少是一只好麻雀。二十来块,看两个漂亮姑娘,谈一把俄语恋爱,想点有关人生的高深话题,挺好的。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]BilingualCurator[/url][/code]
Last Resort, developed and published by Aleksey Izimov, is a small-scale visual novel that builds its experience around introspection, regret, and the lingering weight of past decisions. Rather than presenting a fast-moving or plot-heavy story, the game takes a more reflective approach, following a protagonist who finds himself overwhelmed by a series of personal failures and emotional setbacks. Academic struggles, strained relationships, and pressure from those around him gradually push him toward a moment of crisis, setting the stage for a narrative that explores what it means to look back on one’s life and wonder how things could have been different. The structure of the story is one of its more notable strengths. Instead of unfolding in a straightforward, linear fashion, the narrative moves between different points in time, weaving together memories and present-day events. This fragmented approach allows players to slowly piece together the protagonist’s situation, revealing how his past choices have shaped his current state. It creates a sense of discovery, as each new scene adds context and emotional weight to what initially seems like a simple premise. While the branching paths are not particularly complex, they are effective enough to encourage multiple playthroughs, especially for players interested in seeing how alternative decisions can shift the tone or outcome. Much of the game’s emotional impact comes from its focus on relationships. The characters surrounding the protagonist are tied closely to his memories and regrets, serving as reminders of both what he has lost and what he might still have a chance to reclaim. These interactions are often quiet and understated, relying on dialogue and atmosphere rather than dramatic confrontations. While the characters themselves lean toward familiar archetypes, they function well within the story’s framework, providing enough emotional grounding to keep the narrative engaging even when it remains relatively low-key. In terms of gameplay, Last Resort stays firmly within the conventions of the visual novel genre. The experience is largely driven by reading and making dialogue choices, with minimal mechanical complexity. There are no intricate systems or gameplay challenges to master, which keeps the experience accessible and easy to follow. However, this simplicity also means that interactivity is limited, and players looking for more dynamic gameplay elements may find the experience somewhat passive. The relatively short length works in its favor, making it easy to revisit and explore different narrative paths without a significant time commitment. The presentation complements the game’s tone effectively. The visual style is modest but expressive enough to convey mood and emotion, with character sprites and backgrounds that support the story without drawing attention away from it. The soundtrack plays an important role in establishing atmosphere, using subtle, reflective pieces to reinforce the game’s themes of longing and introspection. Together, these elements create a cohesive experience that feels intimate and focused, even if it doesn’t aim for high production values. That said, the game’s limited scope becomes more apparent over time. The narrative, while emotionally centered, doesn’t expand much beyond the protagonist’s personal struggles, and some story elements feel underdeveloped as a result. There are moments where the game hints at deeper exploration of its themes, but it rarely pushes far enough to fully realize that potential. This can leave the experience feeling somewhat brief and contained, more like a snapshot of a larger story than a fully fleshed-out journey. Ultimately, Last Resort is a quiet, character-driven visual novel that succeeds in creating a reflective and emotionally grounded experience within its modest ambitions. It doesn’t attempt to innovate or deliver complex systems, instead focusing on mood, storytelling, and the impact of personal choices. While it may not leave a strong impression for players seeking depth or variety, it offers a sincere and thoughtful narrative that resonates most with those who appreciate introspective storytelling. Rating: 6/10
Я хочу обратиться к создателю этой игры (и в целом серии визуальных новелл), очень надеюсь что этот обзор дойдёт до его компьютера. Это были необычные 28 минут. Сюжет необычный, персонажи милые, анимации, по крайней мере, не вырвиглазные. Но есть существенный недостаток, а именно концовки. Как игроку, мне бы (да и другим пользователям) хотелось бы увидеть две вещи. 1) Проработанные концовки. В "Cain X Nica" это реализованно грамотно, мне было действительно интересно перебирать варианты ответов, чтобы прийти к той самой концовке где все (почти) счастливы. Здесь, увы, такого нет, и последний выбор между 4-мя тянками был, если честно, разочаровывающим. 2) Продолжение у концовок. Какую бы тян я не выбирал, везде было после выбора максимум 30, по ощущениям, реплик (включая гг). И всё сводилось к "Спасибо что проходите эту игру, попробуйте другие концовки". Честно говоря, был бы рад если бы там было контента ещё минут на 10, кого бы я не выбирал. Даже чисто интуитивно есть куда продолжить сюжет, чтобы всё завершилось логически и более эмоционально. Впрочем, это все минусы. Перейду к тому, что зашло. 1) Девушки. Да, их всего 4, но так или иначе у каждой есть история (пусть даже минимальная). И формы. Большие. Большего не надо. 2) Сюжет. По моему, тут всё полностью описывает фраза "Ни*** не понял, но очень интересно". Потому что тема "переноса в прошлое" не сильно раскрыта, оправдание "сном" само напрашивается в голову. Но несмотря на это, реализовано это очень даже неплохо. Да, я не знаю, изменил ли он будущее, но это уже я сказал в минусах (продолжение у каждой концовки). 3) Ачивки. Получил их все 100% всего за 28 минут, каждая так или иначе связана с концовками, всё четко и понятно. Описание тоже не спойлерит особо, что для меня существенный плюс. Тут я отдам своё почтение. И, наконец, перейду к предложениям. Алексей Изимов, если этот обзор до вас дойдёт, я предлагаю один из лучших способов как поднять рейтинги ваших игр. Откройте мастерскую стим. Пусть каждый пользователь сможет создавать модификации. Для этого, безусловно, понадобится время (и возможно много времени), но если мастерская попадёт в руки умелого пользователя, гарантирую, продажи игры вырастут (и тем более вырастут отзывы). И в целом я предлагаю в каждую из ваших визуальных новелл добавить эту функцию. Пусть даже игроки будут создавать хентайные моды, это всё равно стоит того. ... Впрочем, это лишь моё предложение, возможно у вас есть другие причины не открывать мастерскую, о которых мне неизвестно как простому игроку. В любом случае, игра смело тянет на 8/10, и на положительный отзыв. P. S. Cain X Nica - легендарная игра, на мой взгляд. Спасибо
Рекомендую, потому что, там есть демоницы САС
не зря купил этот шедевр
La historia te empieza a atrapar poco a poco, el único problema es que no está en español pero sí en inglés así que si no tienes problemas con este idioma, es una excelente novela visual.
[h1]他开始审视起自己十多年的人生,最终还是笑了笑然后和解[/h1] [h1]假如人生能重来[/h1] 如果能给你一次改变过去的机会,你会选择重来吗?重新去纠正自己一次次的错,避免悲剧的发生?这部由Aleksey Izimov制作的短篇galgame《Last Resort》讲述的就这样一个人生失意的青年在能改变过去的机会的摇摆中最后选择与生活和解的故事。游戏制作虽在画面、UI音乐方面都极其简陋,但却是少有的俄语配音且在如此贫穷下也依然加入了动态立绘,可以说是麻雀虽小但五脏俱全。况且二十来元的售价在视觉小说里也算是比较亲民的了,不过游戏文本目前没有中文仅支持俄语和英语,所以游玩时请备好翻译器以获得一段良好的阅读体验 [h1]顿悟总在分手后[/h1] Him在碌碌无为十多年后,终于在与女友Lei分手后开始在街上思考起了人生:到底是为什么导致他如今的境地呢?只是一个恍惚间,他突然想起了童年好友Hima对他说过的一句话:“要不我们来一场最后一搏吧!”累了好久,也许他该休息一下了:吃些点心?来场旅行?他开始回忆自己人生中与两个对自己最重要的两个女孩Hima、Lei的曾经 啊,意识开始模糊—— 当Him再次醒来时,自己已经身处于小学的教室,而Hima也是当年模样复现眼前 “我回到了曾经……但是为什么?这是真的?还是一场梦?”Him如此提问道 “真的?假的?谁知道能”一个神明般的女孩这样回答 于是不管怎样,蹉跎十余哉的Him突然像是被神眷顾一般从未知少女哪里得到了可以改变过去的机会。Him到底会怎么做?他最后的结局又该如何呢? [h1]故事的微妙表现[/h1] 当人面临强烈的挫折的时候会不自觉地回首过往,也许我们会对某些事物幡然醒悟。然而世界上并没有后悔药可吃,无论过程里如何将情绪抚平,我们最后也还是只能笑一笑然后与现实和解(我想这也是游戏名为Last Resort的原因)。游戏的立意如此还是十分不错的,但故事的表现个人是觉得很有问题的。就比如个人看过的番剧《重启人生》、《Re:Life》或者是三秋缒轻小说《三日间的幸福》都有类似的立意,但是它们在表现主角如何摆脱命运的失意其实还是通过一桩桩事件改变主人公对某些事物的看法,有一个量变产生质变的过程。而《Last Resort》在这方面就比较跳跃,Him只是在被甩以后在回忆中直接大彻大悟(估计是资金有限)……尽管最后都是回归现实,但游玩真的比较微妙 [h1]细枝末节的简述[/h1] 1. 游戏虽然加入了动态立绘,但是由于没有鉴赏功能最好在游戏过程中保存 2. 游戏结束后会触发作者的致谢和感想小结,然而最后无法退出也算是一个BUG了 [h3]疑惑:[/h3] 其实我是不懂为何对于这么一个两小时的简短故事作者还要设计四条线:两个女孩和两个未知少女。这四条线分别对应解锁四个成就,有趣的是现实中两个女孩的结局对应是Hope End和Last Resort,而留在幻境中陪伴Lei解锁的却是True End…… [h3]总评:[/h3] 人生是一个奇妙的东西,我们往前走它才存在,我们回头望才能看清它的意义。本作虽然没有鉴赏功能、CG数量稀少、UI较为简陋,但胜在题材新颖、俄语配音也是个不错的卖点。如果你是常玩中日配的gal友,那何不尝试本作的俄语配音换换口味呀!RSB! [quote]欢迎关注鉴赏家: [url=store.steampowered.com/curator/37196866/] 稻荷窝 [/url] 只写我们喜欢的游戏 欢迎加入Steam组: [url=https://steamcommunity.com/groups/daohewo] 稻荷的小窝 [/url] 来一起感受游戏的乐趣 喜欢这篇评论,也是可以顺手点个赞哟[/quote]
Овер дорого. Сначала проходил, как нормальный человек, потом, просто проскипал её на ♥♥♥♥♥. Озвучака есть, но такое се. Крч рекомендую.
очень короткая история, даже удивился как так быстро все закончилось...
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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.
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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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