
South of the Circle is a deep narrative experience of the emerging relationship between Peter and Clara, Cambridge academics involved in a political conflict. The story focuses on promises made in between career and true love, where our choices burdened by our past seem to be illusory.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Dutch, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese +3 more
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
主观评价8/10,有一些无伤大雅的穿模和操作不流畅。纯粹视觉小说,游戏性为0,折后性价比极高,但只适合能沉下心看故事的人,不要抱着玩的期待去玩,你无法通过选择掌控主人公的人生,就像你也无法掌控自己的。本作视听语言优雅动人,以qte互动洞悉主人公心理的设计很有意义。故事结构精巧,通过多段回忆插叙巧妙演绎了一对剑桥学者相识相知相爱的过程,点出父权和学阀系统性压迫的现实。其实更少淋雨的那条路一直都在那里,人却总要湿透了才想起回头。
[h3] South of the Circle — Le jeu qui t'apprend que le passé ne se réécrit pas [/h3] Une direction artistique atypique. Un gameplay simpliste au possible. Une histoire relativement courte et linéaire. Vous pourriez penser que South of the Circle est encore un jeu narratif remplit de faux choix et sans aucun intérêt. Vous auriez raison pour les faux choix, mais vous auriez tort pour le manque d'intérêt. South of the Circle nous propose d'incarner Peter Hamilton, un climatologue de Cambridge dans les années 1960, une époque où les tensions de la Guerre Froide prenaient de l'ampleur. Victime d'un crash d'avion en plein Antarctique, votre personnage doit traverser seul le blizzard pour trouver les secours qu'il pense être dans une station britannique proche. Que fait-il en Antarctique ? Que découvrira t-il la bas ? Ces questions trouveront leurs réponses au fur et à mesure que l'histoire se dévoile en mélangeant constamment le passé et le présent, à travers les souvenirs distordus et brumeux de Peter. Dans ce récit linéaire, vos choix importent peu et ne servent essentiellement qu'à vous immerger davantage dans le récit. Et c'est justement la grande force du jeu car c'est dans sa conclusion qu'il assène son twist philosophique et joue avec vos attentes. Peu importent les choix que vous avez faits dans les flashbacks. Ces derniers seront réutilisés contre vous. Le jeu ne vous permet pas de réécrire l'histoire. Vos décisions ne modifient pas le passé, elles représentent simplement la manière dont Peter essaie de se souvenir des événements alors que sa survie est menacée et que sa conscience vacille, rongé par la culpabilité. Le jeu présente à plusieurs reprise le protagoniste comme quelqu'un de sensible, rapidement dépassé par la pression. South of the Circle ne vous permettra pas d'aller à l'encontre de la nature de son héros. Les choix "héroïques" seront frontalement contredits. Assumer une certaine lâcheté permettra à Peter d'affronter sa mémoire de front. Derrière les regrets de l'ambition passée, le récit dénonce la faible considération pour les femmes de cette époque et la pression des institutions. Il montre que la vérité est relative, contextuelle et constamment réécrite, en fonction des intérêts de chacun. Petit point succès pour les mordus de complétion. La grande majorité s'obtient simplement en jouant au jeu. Malgré tout, il est possible d'en manquer quelques uns. Le jeu sauvegarde automatiquement en permanence et il n'est pas possible de rejouer différents passages à sa convenance via un chapitrage. Obtenir des succès manqués demandera donc de rejouer entièrement le jeu. Une occasion de faire des choix différents et constater les légères variations. Le titre n'est pas très long (environ 3 heures pour en voir le bout) mais cette façon de faire pourra lasser certains joueurs et en inciter d'autres à suivre un guide pour tout obtenir dès leur première partie, ce qui est un peu dommage. [code]Vous avez aimé cette analyse ? Découvrez en d'autres en suivant notre groupe de curation : [url=https://steamcommunity.com/groups/le-pixel-legiste/curation][u] Le Pixel Legiste[/u][/url] Découpages de pixels, éviscérations de logiciels, on plonge les mains dans les entrailles du game design et on vous raconte tout. [i]Pour ceux qui joueront après ![/i] [/code]
无力的选择,似乎注定的结局,给予希望但又难以圆满,就是生活吧😭
导演可能以为他是天才?但事实上呢?他是傻逼!
финал максимально разочаровал, но сам сюжет был не таким плохим и мне понравился
South of the Circle reminded me a lot of my experience with Disco Elysium – more or less. It was a game I didn’t know existed, one I purchased entirely on a whim, and one whose story was largely a mystery to me. But, just like Disco Elysium, I was won over by South of the Circle’s engaging writing and lifelike characters. And while it may not reach the same thematic or philosophical heights as Disco, South of the Circle manages to provide an affecting, captivating story about love and survival (among other things). South of the Circle centers on Peter, a Cambridge academic who, following a plane crash, finds himself stranded somewhere south of the Antarctic Circle (hence the title). While Floyd, the plane’s pilot, is far too injured to venture into the frigid wastes in search of help, Peter is not. What follows is a narrative journey that oscillates between Peter’s attempts to survive the harsh Antarctic conditions, and his time as a bright-eyed, plucky student at Cambridge. It’s a narrative division that works remarkably well, allowing Peter’s characterization to unfold twofold, painting a picture of the person he was, the life he led, the people he met… and his struggle for survival amid the snowy expanse he’s now trapped in. One half of South of the Circle’s stories is steeped in academia, as much of the writing concerns university politics, researching and writing papers, socializing with your lecturer peers, and hoping to be taken seriously among your contemporaries as an eminent scholar in your field. The other half, the survival half, is arguably more minimal; howling winds and crunching snow dominate the soundscape as the bitter silence and crushing loneliness pervade the air around you. Both stories are set against the backdrop of the Cold War and its insidious ability to invade school politics, personal relationships, and individual freedoms. The narrative expertly weaves between these stories, knowing exactly when to cut and what to cut to, along with how to pace each moment across its 3-4 hour story. This game had some of the best smash and match cuts I’ve seen in any media, some of which truly heightened the intensity and emotion of the scenes in play. As well, every dialogue scene is presented as a single shot, keeping you in the scene and with the characters and allowing the dialogue to drive the “action,” not just the editing. This all gives South of the Circle a decidedly cinematic feel, which fits its story very well. South of the Circle’s writing, dialogue, and voice acting are marvels unto themselves. The dialogue feels natural and flows effortlessly, with much of its impact owed to the skillful performance of the voice cast. Though the game’s art style belies the characters’ deeper facial expressions, the motion capture work more than makes up for this as they animate and gesticulate according to the scene’s respective energy. This allows every character, major or minor, to be properly characterized and feel authentic. Without revealing spoilers, the game’s writing can, at times, be fiercely critical of the social norms and mores of its 1960s setting, but this only serves to make the characters feel more lifelike and realized. Rounding this out is a beautiful, touching score composed by Ed Critchley that, like the narrative, swings between soft and placid one moment, and dark and brooding the next. Choices are perhaps one of the more interesting – yet ultimately disappointing – elements of South of the Circle. Most of the narrative is a series of conversations you have with other characters and, while the game gives you the option to respond how you wish, the system it uses to implement this is a bit clunky and underdeveloped. Peter’s replies are non-textual, instead being limited to a series of floating, circular icons that represent different emotional states that he can imbue his words with. You also won’t have long to make your choices, as if you take too long to decide how to respond the game will make the choice for you. Some of the options allow you to reply in an excited, forthright, or scared manner. Sort of like Fallout 4’s (controversial) dialogue system, you’ll never really know the specific words Peter will say, but you at least know how he’ll say them. Your responses don’t have any bearing on how characters react to or perceive you, but at certain points in the story you’ll make choices that the game indicates will be “remembered.” However, none of these “remembered” choices alter the narrative in any major, meaningful ways – which is unfortunate, given how much I agonized over some of them and, again, how little time you have to make them. South of the Circle is, in my opinion, an incredible achievement in video games as a storytelling medium. Through a minimalist gameplay style that prioritizes characters and dialogue, the developers at State of Play were able to craft an emotionally affecting story whose ideas and themes are as relevant now as they were during its 1960s Cold War setting. While I do wish its choices had more impact and its ending had more clarity, I was nevertheless rapt with interest, excitement, dread, and sorrow at how its story unfolded. Truly a work of art.
一般,建议尝试游玩的朋友等史低买
像是看了一部电影 美术设计真的无可挑剔 唯一的缺点可能就是可玩性不高 角色走路会让人感觉很吃力 总体来说是个8分的佳作 叙事节奏把握的特别好 很适合爱玩剧情类游戏的玩家
不错的剧情游戏,不过既然结局一样为什么要做那么多选项呢?或许这是为了与其他多结局作品区分,给了玩家选择的权力但是不给主角脱离剧情控制的机会,也许时代的洪流会压着我们向前,但是我们的选择也是给了我们自己交代。
Just watch a playthrough. The choices don't hold any weight, and it feels like you only pick between slightly different lines of dialogue the whole time. You go through a story that tells you to walk forward and witness a story of the past and the present, but not much you can influence.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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