
Experience an action-filled platformer, mind-bending puzzles, and foreign worlds in a story about hope and responsibility, reaching far in the past and beyond the future. Learn, to understand, become aware, to truly awaken.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German
Reviews
[b]Extremely buggy and unpolished, but still somewhat fun.[/b] Positives: - The world is huge. Environments are impressive, textures are very detailed, and the lighting and particle effects are beautiful. - The jump ... very clunky, but fun to use. Neutral: - Difficulty mostly comes from platforming with very tight timing requirements or lack of lighting. The puzzles are all very manageable and don't require too much thinking. Negatives: - Bugs bugs bugs. Collision is especially bad because you can randomly not grab ledges, die from nothing, fall into walls, or get launched off by some object. - A lack of polishing is very noticeable. Audio is harsh, e.g. loud sound effects from nearby fires or far away objects that you can't even see. Other things that are unpolished: weird menu behaviors, fixed text duration insead of a continue button, inconsistent interaction prompts, very quick and unexpected camera movements, etc. - The game logic and progress tracker is bugged to the point where a puzzle wasn't even completable (even after reloading) and I couldn't play further.
Aftertime Protocol is designed as a 3D jump-n-run that requires some puzzle and riddle solving skills, testing not only your maneuvering skills, but also your ability to process information, memory and (occasionally) some of your patience. This review applies to the first alpha of the game, so this might not be accurate for later versions. Heads up: I got the game for free to test before the official start of early access, since I know the indie developers. [u]For a quick TL;DR -->[/u] honestly? I had fun. Especially the smaller riddles and the jump-n-run elements of the game can easily suck you in. I had no crashes while playing and only got stuck once or twice due to game design or bugs, often resolved through resetting the character in game or by contacting someone through discord and getting help. The game doesn't take you by the hand with riddles, though, you need to actually use your head often enough. The game still has room to improve and there are several corners that need to be smoothed out, but there is a decent chunk of gameplay in the initial release and the experience feels round. As for a more in-depth review: [b]Graphics[/b] With the highest settings, the game runs smooth on a mid-level gaming PC. dynamic lighting and shadows create a nice ambiance and can easily get immersed while moving around the different locations in game. The world itself and environment looks good in terms of design, and it's visible that a lot of effort was put in, but the limitations of a small team are still there. The graphics are solid and look decent, but remain a far cry from bigger game studios in the current version, at least. The graphics certainly won't test the limits of most gaming PCs, but nor should they impede your fun while playing. [b]Sound design[/b] The BGM is fairly basic, and I'd be glad to hear some newly designed tracks in the future, but the good thing is: It doesn't distract nor sound disharmonious while playing. Same with the ambiance sounds, they felt appropriate in both available worlds. I would wish for some sounds to be replaced or adjusted in the second world, since they could become annoying over time. Looking forward to future developments and involvement of music composers specifically for the game. [b]Interface[/b] The general in-game interface for the current version is left very open, which grants the player a great field of view, but feels quite empty to me. Personally, I missed something like a small map window or my current ammunition being displayed outside of aim mode. Similarly, the options and main menu have a simple but easy to grasp design, with the "inventory" menu (accessible through tab in game) leaving the best impression behind, using the space without cluttering up too much. There is plenty of room for upgrades, but it does its job and isn't confusing to navigate. [b]Gameplay[/b] I had fun with the challenges given to me throughout the game, with only 2-3 sections that tried my patience due to design choices or other issues. Acquiring a double jump is something I consider quintessential though, since it allows adjusting your jumps and gaining some leeway during small timeframes. With it, I felt challenged, but not stressed about messing up my jumps when pressured by other obstacles or time. In the end, I had fun while playing the game, which a game should be about, at its core. [b]Puzzles[/b] A distinction can be made between puzzles and riddles in the game, which mostly comes down to the amount of information provided to the player directly and the scope of thinking required. Many of the puzzles are fairly easy to grasp, but require some investment to solve. The player is expected to take their time and analyze their surroundings, rather than solve their problems through trial and error. This doesn't always work, since the game doesn't provide you with everything quite as easily, leaving you with the question of "what is asked of me here" on several occasions. Often enough you can find information lying around, but not always in the form of clear instructions, but rather clues or visual elements that explain a mechanic indirectly. Once you understand what is asked of you, the puzzles in the game are fun to solve, but this information isn't always conveyed clearly enough, in my opinion. [b]mechanics[/b] In the current version of the game, you can pick up 3 powers and will have to master them, to move on. Among them are time reversal (certain objects move backwards in time), dash/teleport (move a set distance forward instantly) and gravitational manipulation (stick to a surface and freely move along it). I feel these abilities were overall nicely designed, and the player is introduced to them adequately, running into mechanics that require them frequently, later on. The outlier to this is the dash, in my opinion. While required a number of times, its distance and when to use it felt weird to me. Nevertheless, the mechanics in the game were overall interesting and applied well, in my opinion. [b]Story:[/b] Since the full story hasn't been told in full, it is hard to lay a verdict on the quality of the story. To enjoy a game, following the story isn't outright necessary, though it may ruin the immersion if a story or characters aren't to your liking. To be honest: I did not find the characters all that interesting and the story elements were okay, but failed to really draw me in. Is the story bad? Certainly not. The writing? I wouldn't say so. But neither did it convince me. Things are still up in the air, I'd say. It depends on where the story is heading. Conclusion: As said in the TL;DR, I had fun playing. The game has plenty of room for improvement, but at the same time, a good base and potential. I would recommend trying the game, for those interested in the genres, as even in early access it provides a decent chunk of gameplay and challenges. I do see people hesitating due to the price tag, which is quite pricey, but you do get access to the full game in the end, without further investment.
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