
Dive into the charming Stories of Mara, an episodic slice of life tale about a diverse cast of characters. Get to know your neighbours and bond with them, but… Could you make them stick together to help each other?
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, Spanish - Spain
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I kinda wish I could give a neutral review, but my experience was overall positive in spite of the problems. Stories of Mara seems like it's an abandoned project. I hope the developers return to it a some point, but for now you can play one scenario as Akaji the blacksmith, and it ends on a cliffhanger. This visual novel is free, so if you liked the characters and story of Summer in Mara I would recommend checking this out still! It doesn't take too long to finish, and it did have more branching dialogue paths and optional scenes than I expected so I played through four times just to see different things! There is also a surprising amount of subtle continuity with Summer in Mara which I thought was well thought-out. I learned new things about the world and characters, and some minor sidequests and such were brought up. It was really nice. That being said, it might be hard to get into this if you're not already familiar with the characters. Not impossible, but I think this is more so for people to get more out of the characters if they enjoyed them like I did, and it works well for that. Sadly translation problems from Summer in Mara persist here. I don't need perfection (I'm not even a native English speaker), but sometimes dialogue moments are a bit unclear, unintentionally awkward or even nonsensical, and that hurts a visual novel experience. This game is also unexpectedly glitchy for a visual novel. Mostly it was inoffensive stuff like character portraits not loading properly when I mashed text, and an amusing character portrait haunting a scene where said character shouldn't have appeared in, but I had to restart the game once due to just getting inexplicably stuck. The short playtime is helpful here because the only way to fix the story just not progressing is to restart the whole thing. If the game wasn't free I'd be more critical of the glitches, but for now you only lose time by checking it out and I did enjoy my time here. I hope the developers finish this project one day and fix the more offensive glitches. But if not, at least a Summer in Mara fan can get a bit of cool extra character content and lore here!
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The "free" section of Steam is being abused for marketing and advertising. "Stories of Mara" isn't a game, it's an advertisement for the rest of the e-book and you're expected to pay real cash money to unlock the full high school anime club dropout fan-fiction... no thanks. At no point should anyone just trying to find a real, complete PC game on Steam have to deal with an advertisement for a garbage e-book instead. As an advertisement for a visual novel, this has no notable gameplay. It's just clicking through badly written, cringey fan-fiction tryhard dialogue that wouldn't be accepted in print by any real book publisher. How did such garbage end up on Steam? When failed authors can't get published in print (and possibly laughed at by publishers), they spend $100 to dump their high school fan-fiction e-book onto Steam under the guise of a game... but this time they made the conscious choice to try mislead gamers with this incorrectly published demo. To prove the author of this garbage e-book and corresponding advertisement is abusing the free section of Steam for the purpose of marketing garbage, here's the correct process that [i]the author deliberately did not follow:[/i] https://partner.steamgames.com/doc/store/application/demos This e-book is intended to be an advertisement for a series of badly written and badly translated Spanish high school anime club dropout fan-fictions related to another game series called "Summer in Mara"... whew. So this is a bit like an advert for an advert. The author indicated an intention to publish episodic content for this garbage e-book, but didn't bother when it turned out people don't actually like incomplete garbage high school fan-fictions being published on Steam as if they are games. Visual novels/e-books are the worst way to try read a book (and they're always written far worse than real books too). Imagine reading your favorite book, be that War and Peace or The Davinci Code (are you ok??), but you have to click the mouse for every single sentence that appears. You'd hate it. It's a garbage way to try read a book... and even if it wasn't, this still isn't a game. Now imagine that experience with much worse writing. If these guys could write professionally, they'd be in bookstores. They wouldn't have to pay Valve $100 to self-publish this on Steam. But here we are. There's no reason for this to be on Steam when it could just be a webpage... e-books are just a bunch of cringe text and (usually character generator created) static 2D imagery. You don't buy an expensive gaming PC to use it for something your web browser can do for free. In terms of public reception, this having no up-front cost still didn't help. SteamDB stats show this peaked at a tiny handful of readers and then cratered. With a peak count of just a dozen or so readers, it's safe to say the PC community wisely decided to ignore this. Advertisements aren't games. This advert for a cringey amateur fan-fiction is just a commercial trying to get your money. It takes up store space that should go to genuine game developers who make real, complete PC games for gamers. You shouldn't support authors who use Steam to dump ads for their badly written fan-fictions.
[h2]Спин-офф к экшн-платформеру Summers of Mara[/h2] Stories of Mara — это визуальная новелла, в которой вы можете свободно перемещаться по различным локациям острова Мара. Посетите своих соседей и сделайте им подходящие подарки. Умело распределяйте ресурсы дерева, чтобы помочь тем, кто в этом нуждается (толстый кот). В ходе своего путешествия вы узнаете продробности о пропаже главного героя игры Summers of Mara. К сожалению, похоже, что продолжения этой истории не будет. Хотя планировалось создать пять глав, пока доступна только одна. В игре есть три концовки, но они не имеют никакого значения, за исключением нескольких диалогов.
"This fish is useless" "So is this conversation". That summarizes Stories of Mara. Getting a technical question out of the way: [b][i]Do four buttons (LMB, Space, Enter, Numpad Enter) forward text?[/i][/b] Shockingly, yes. Many visual novels fail this test. However, there's no autoskip, and the game expects you to replay it. Within the first 9 minutes of dialogue, the first text that is in bold font is [b]"She is a strong girl"[/b], regarding Koa. This conveys to me that the writer is not confident in their storytelling skills. If the adjective applies at all, it would be patently obvious from experiencing the story, but instead, it was used as some sort of social signal. The alternative interpretation is that the town is comedically despondent, which is not better. The second and third usages of bold are less weird, but still weird; for example, the third is an entire sentence. These are meant to highlight goals for the player, that they ought to remember, but... [b]A.[/b] there isn't mechanical freedom for you to possibly lose yourself, and... [b]B.[/b] if you could lose yourself, Akaji should instead tell you, "I should be doing X". In fact, she already does that when visiting unimportant places, except instead of a specific goal X, she merely says "something". Regarding the places, a map is available, allowing you to pick and go to one of many places. As if the storepage and developer messages weren't enough, this hints at the game's intended scope. It also kinda seems like the backgrounds are repurposed concept art, since they don't fit perspective-wise with the characters, but it could just be a misdesign. When Litio first enters Akaji's workship, the BGM changes, and it is unfitting. This musical strangeness didn't recur in the rest of the game. Litio introduces Akaji to the modelmaking of boats as a calming hobby, who soon transforms it into a nagsome duty to be done for others, practiced by her with maximum strategy intended for maximum gain. Akaji makes the most stereotypical boat models for the characters, which you as the player are encouraged to make because of low-information, and... they like them. This reflects the depth of interest to be found in these characters. Even Aquila, who superficially complains about this, likes it, so his complaint doesn't work. It would've been cool if symbolic analogy had been made between the type of boat and the characters, so you learn about boats, and the story. The senile shipmaker guy with as many tall-tales as he has area on the surface of his skin, he could have seen your models and gotten inspired to explain a local islander the player knew little about. [b]BUG:[/b] There's a part where the game shows Akaji as asking Akaji about whether so-and-so is a joke to herself. Contextually, this is meant to have been said by Mayo, but a bug shows it as Akaji. Aquila and Saimi were the most interestingly written characters, but frankly, it would've been better if they were as bad as everyone else. The characters around Akaji respond to her worries, to the injured Napopo, and to the missing Koa, in a way that is NOT believable. The way this is written, everyone in the island is inexplicably despondent and uncaring. They simply are like that. You, the player, are expected to wash the foot of these characters to get the best ending, with little to zero incentive for doing so, except Akaji's strange rumination. As another reviewer wrote: "If they don't care, why should I?" Speaking of rumination, there's a lot of repeating the same information. I thought this story would be about Akaji searching for Koa, but it really is about how she doesn't give herself a break from work, is envious of Koa's enlightened freedom, and wants to leave this allegedly narcissistic island of small differences. What Akaji most loves to do - besides being miserable about overworking herself in her own toil without break for no known reason - is to tell herself, every character she meets, you the player, the wall of her smithy, and the blueness of the sky, that Koa is missing and that she wants validation to be concerned about her missingness. It's so repetitive and drab, you're better off just thinking about your own past, or ruminating on the death of the messiah. On top of that, most of the game is loading in and out of places irrelevant to progressing the story, as you look for where this or that character might currently be at. According to the credits, as well as developer statements from 2021 and 2022, a second chapter is said to be forthcoming. Seeing as it is 2026, the only thing that came were four years. [b]NOTE[/b]: Addressing a misleading statement by "Obey the Fist", there is no content in this game that is unlockable via paying. I hold Chibig at a very high and positive regard, but not this game. It isn't even on their website, though it [url=http://web.archive.org/web/20230519072014/https://chibig.com/stories-of-mara/]used to be[/url], which forces you to wonder whether they are ashamed/unproud of a work viewed by themselves as lesser (due to various unworkable constraints), whether the hiding was a strategic omission tactic to control the impression of visitors, or both. Koa, the one that motivated Akaji, and the only reason I bothered to play this, is seen nowhere in this game, except for the title menu. If you care about the world and characters by Chibig, you will get something out of this, but nowhere close to what the game's premise makes it seem.
[b]Stories of Mara[/b] to przyjemny tytuł z gatunku powieści wizualnej, której to fabuła rozgrywająca się po wydarzeniach występujących w produkcji Summer in Mara, przenosząca gracza do kolorowego świata wracającego do normalności po inwazji obcych. Akcja toczyć się będzie na tropikalnej wyspie Qälis, gdzie gracz wcielając się w rolę miejscowej kowalki Akaji, nawiązującej relację z jej nietypowymi mieszkańcami, starając się odnaleźć zaginioną przyjaciółkę – Koa. Nie jest to tytuł dla każdego to pewne. To specyficzna rozgrywka bazująca głownie na tekstowym szkielecie rozgrywki w której to gracz będzie obrazkowo eksplorował poszczególne lokalizacje danej wyspy, prowadząc rozmowy z jej mieszkańcami, podejmując decyzje, których konsekwencje będą oddziaływać na dalszy jej przebieg. Warto też podkreślić tu jedną rzecz, obecnie jest dostępny tylko pierwszy rozdział fabuły, na kolejne niestety będziemy musieli poczekać (kiedyś być może się ukażą). Na obecną chwilę produkcja jest udostępniana za darmo, więc warto spróbować – choć niestety nie ma w niej polskiej lokalizacji (napisów). [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
Quite boring... none of the townspeople care what happened to the girl, and neither do I.
GOSTEI
a little bit rassist game but fine
Pas très intéressant. On incarne Akaji qui fait tout pour retrouver( Koa qui a disparu. Mais au moment où on peu enfin partir à sa recherche le jeu prend fin. Décevant. De plus, on ne peut se déplacer qu'en cliquant sur la carte. Le clavier ne sert donc à rien. Il n'y a aucune aventure comme dans Summer in Mara où là on pouvait se balader librement. Et bien là ce n'est pas du tout le cas. Très déçu. Je ne recommande pas :(
Esta novela es una especie de epilogo para los que hemos disfrutado summer in mara, sin haberlo jugado creo que no tiene demasiado sentido. Musica, arte visual y estilo igual de bueno que su juego base, seguiré el rastro a la empresa
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