
Following a sudden explosion at the Stonehenge Museum fundraiser, you find yourself trapped in a hidden underground complex. Your only means of escape is by sending photographs of your surroundings to another survivor confined elsewhere. But before long, a disturbing truth begins to dawn…
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About
Stats
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 - Brazil, Russian, Simplified Chinese +2 more
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
Right, well, I quite liked it! First of all it didn't wear out its welcome, but is a rather neat little package that you can finish in an evening. The sound and music is very good, and the graphics are sleek with good art design. The overall atmosphere was nice and I liked the worldbuilding. I actually enjoyed the system of interacting with your partner through photos (something other reviews have critizised). It could be janky, but overall there was a lot of commentary and it was decently written. As for puzzles, they were hit or miss. None of them were super difficult, but some could be annoying. I consulted a walkthrough for a few. In closing, a charming game that the developers can take pride in, and that's worth your time.
Did they forget the puzzles? This is just walking simulator! And when I say walking, I mean WALKING, long sections of going back through the parts you've been before at a snails pace. 4 / 10
Decent walking sim with light puzzles, more comparable to Lightmatter rather than Portal. The story is good, there is a strong lore worth digging around in the game ! The puzzles are not that difficult and you know what to do if you pay attention to the dialogues. You are not stuck for long thanks to the great help-system introduced here (you can take pictures when you are not sure of the next steps and the game will provide hints). Not the greatest of its genre, still interesting and worthwhile if you have some hours to spare :)
The Bradwell Conspiracy is a mix between Firewatch and Portal, both games I truly enjoyed. Thus I felt that going into this game with a mindset like that could both be good and bad. It ended up being a bit in the between... Graphics and soundtrack are good, the less realistic art style really works out. The voice-acting is pretty good, although some of the cutting could have been made better on the voice clips. Also overall there was a tendency that the conversations would be cut short due to other conversations overlapping. The story is interesting and captivating, set in the future you suddenly awake after some kind of terrorist attack towards a fundraiser. You have a companion who helps you trying to find a way out and of course there's AI systems talking to you as well. There's definitely a sense of intrigue in the story, you feel from the beginning that not everything is right. Gameplay is very much like linear walking simulator with puzzles here and there, using the gimmick of the game - the 3D printer gun. I felt the game had more puzzles in the beginning using it, but that might just be me. It was fun but a bit finnicky at times. Worst thing about the game? How you climb ladders. Like really? First you need to stand in an exact spot, press a button and hope that registers it. Then you need to "walk" forwards all the time, not letting go because when you get to the top of the ladder your model resets and if you're not "walking" forward you just fall down again. Would have been simpler to just allow the character model to just climb as you approach it. Overall, I enjoyed the game and I feel that the 3-4 hours was decent. I hope the studio chooses to make more games in the future!
Очень хорошая игра для взрослых (не в смысле 18+). Рекомендую всем, кому полюбилась INFRA. У этих двух игр много общего. Единственный недостаток по сравнению с INFRA: The Bradwell Conspiracy намного короче.
starts off promisingly with an interesting setup and good voice acting, then reached the first proper puzzle with the 3D printer gun and found that it involves incredibly tedious and fiddly manipulation of planks to cross a gap. a game shouldn't ship with a core mechanic this fundamentally broken; was this playtested at all?
3.5/5. General mood after finishing the game: “meh”. I don’t dislike it, however, I wouldn’t recommend it for purchase. [b][u]Pluses[/u][/b][olist] [*][u]Amiable character(s?).[/u] The whole game revolves around one person: your companion, dr. Amber. And the developers did a good job making her amiable and, dare I even say, alive: when communicating to, she comes across as an optimist with a joke prepared for any situation. [*][u]Humour.[/u] It always felt nice when Amber made another pun, or when the pace of things took comedic turn, for example, when your AI assistant interfered in your humans’ talk. The comic touch made the game more pleasant. [*][u]Passive storytelling.[/u] Though sometimes forced, it works really well, and it was way more interesting to try and figure out the truth by reading private emails and observing the surroundings than by simply following the instructions the game gives you. It was also nice to see the little environmental hints left here and there: the model of Stone Hedge in the beginning foreshadows locations of the following levels; a whiteboard in Melissa’s office later helps you spot Amber’s office in caves (thank you, giant Scottish flag). [*][u]Easter eggs.[/u] It is obvious that the game takes inspiration from other games, and I appreciate that the developers pay respects to the original. Amber talking about ‘how nice that they don’t work on genetically altered mutants’ and elevator from Half Life have made me smile. [*][u]The photo-communication mechanic.[/u] Probably one of the few mechanics in the game that wasn’t made poorly. This mechanic glues the whole game together, and I really enjoyed my time taking photos of random objects, posters, books, you name it, with Amber having a piece of mind to share about almost anything. This worked marvels both as a world building tool and as means to understand Amber’s character. Well done in this regard. [/olist] [b][u]Minuses[/u][/b][olist] [*]What slowly started poisoning my experience from the very beginning was the [u]performance[/u]. My main issue was dropping frames. It wasn’t critical, but still, it was unpleasant. This was seasoned with a bunch of bugs. I’d say 3 times out of 4 when I climbed up a ladder, I would then immediately fall down because the game failed to position me properly. Or there was a certain place where the plank wouldn’t position itself correctly above water, making it impossible to progress. That’s where inability to jump also added to cursing the devs. The cherry on top was the movement speed of an exhausted slug, even when running. All of this annoys me even now. [*][u]Poor gameplay mechanics.[/u] While the game has one well-made mechanic, all the rest leave much to be desired. For example, throughout the game you change AI-glasses, passing off as a different person every time. This could turn into something cool, if anything changed after you picked up a new pair. Maybe, a different interface, maybe, some new abilities?.. No. The glasses simply serve a function of keycards. That by itself would be fine, if at least finding glasses was a challenge. However, 90% of the time they are simply placed right next to the door you need to open / email you need to read. The mechanic adds nothing to the game. The whole gameplay in general is underdeveloped and dry. You don’t feel rewarded for progressing in any way, you simply move from point A to point B, cautiously navigated by your helicopter mom Amber. Same goes for puzzles. They are there, but they are so unchallenging and simplistic that there is no satisfaction from solving them. They do not appear as intricate riddles; they are just mildly annoying obstacles. [*]And even that would be fine, if there was something rewarding in other plane. It is a walking simulator after all, the genre isn’t particularly famous for its gameplay. The bigger letdown, however, was the [u]story[/u]. Bland and uneventful, a match to the corridor gameplay. The promises were big: luxurious cover art, mysterious trailers, all does a good job baiting you in. You launch the game ready for jaw-dropping plot twists, for atmosphere of suspense, for excitement of discovering a new clue, but the game delivers none of that. It tries to, but it is never really at the level that would make you gasp. The plot is simply not intriguing. The game steadily follows its one-dimensional pattern from start to finish like a heat-guided missile. You can make out what is going to happen one third into the game by reading emails, so when the plot-twist comes, you don’t feel shocked, in fact, you feel nothing, as you saw it coming three chapters away. [*]What makes the game even less resonating is a total absence of emotional build-up. Again, the game tries, giving hints through the environment. But there is no drama, no real conflict: at max, old man Bradwell scolds his daughter Melissa: “bad girl Melissa, stop this at once!” And that’s it? There is no human chemistry behind the events. No fuel that would keep my interest up. The characters feel like cardboard cut-outs, serving no purpose; they are just out there, mentioned once and forgotten. [*]The real letdown of the game is its finale. Not only it is nothing beyond expectations, it is also inconsistent. First off, always cheerful and chatty Amber suddenly blocks all communication with Melissa. Motivation? “Enough of her excuses”. What? Ok, that’s a change of character out of nowhere, but maybe there’s something more to it? Maybe Amber is hiding something from you and is afraid that Melissa may expose her? ANYTHING THAT WOULD MAKE IT INTERESTING? No, none of that. Amber is good, Melissa is evil, and Amber’s reluctance to communicate with Melissa stays unexplained and uncalled for. Then there is a part where the villain tries to explain her motivation. “Finally”, you think, “some sort of development! Maybe the villain will explain her feelings? Her philosophy? Give you some food for thought?” No, there is none of that! And the reason for that is Amber, cutting her out half-way. Or, more correct to say, the developers, trying to wrap up the story and finish the game already. What really made my disappointment skyrocket was the very end. Amber screams to you to push the button, the villain begs you not to, and after that, there is a long pause. You wait and HOPE there is an alternative ending, an ending where you don’t push the button, an ending SOMEWHAT unexpected. Minutes pass by. Your excitement fades. Your hope dies. There is no alternative in this game. From start to finish, it is nothing more than a plain, predictable corridor. You finish the game, and in the final cutscene, Amber thanks you. A nice gesture from the developers, except… Thanks for what? Never in all my walkthrough have I felt threatened once. Never have I felt any sort of danger, any sort of challenge, any choice. You press one button, you ‘progress’. That’s what the thanks are for? [/olist] [b][u]Conclusion[/u][/b] This game starts ambitious, but falls short. It tries to be so many things: Half-Life, Firewatch, Fortnite, but never succeeds to capture the fun of any of them. The game’s just shallow. In almost every aspect it tries to be fun, it underdelivers. So if you are a masochist with 4 hours of free time and a couple of dollars, this game will be a good addition to your library. Otherwise, I think you can invest your time and money into something more interesting.
For a game that goes to such great lengths to highlight the pedigree of the talent involved in the development team, I am bowled over by this game's lack of ambition. The game has a perfectly functional script and story, and there's a healthy dollop of humor sprinkled throughout and they're hired on some great voice actors (your firewatch-style sidekick is a very good actress, and they've somehow wrangled Jonathan Ross to do the induction narration I mean to say!). The fact that that side of the game received such attention and polish makes the rest of the game flaws stand out. This game can't get a pass as it's clear this wasn't a bedroom-based 1 or 2 man dev team effort. The laziness in the execution is astounding. The 'innovative' camera mechanic where you use your photos as a means of communication has a far-fetched reasoning for being necessary which I didn't gel with (honestly, why are so many in the games industry afraid of voiced protagonists, its ridiculous), and doesn't really add much to the gameplay. The other main gameplay mechanic, where you use your trusty handheld tool to dematerialise items into raw material and absorb their blueprint, and recreate copies of them elsewhere, was never really given the room to breathe that it was due. The majority of the time you're materialising wooden planks, which gravity seems to have no affect on for some reason, to bridge gaps. And speaking of, this 'crafting' mechanic could be very infuriating to use at times as the game seemed to wilfully misunderstand where you were trying to place items, and kept sticking the object placement to the one place you didn't want to create the item and it simply refused to line up with what you were trying to point at. The painfulness of this process became awfully apparent during the horrendous final sequence which I'll get to in a bit. And there was laziness elsewhere - the emails you come across were not QA'd in the slightest - I gave up counting the number of times emails had clearly mislabeled the to/from names so it was very confusing to work out who was saying what until you processed the rest of the conversation and then through awareness of context worked out that the sender/receivers was switched in a few emails in-thread. And the prerecorded audiologs were also poorly implemented. The actors do a perfectly fine job but the seams in the conversation are laid bare as it's clear the actors recorded these lines in isolation and they were ineffectively stitched together into a shocking shoddy quality substitute for a conversation. In terms of progress halting bugs there was nothing gamebreaking. My photographing functionality locked up once that forced me to restart from the menu but that was about it. And in terms of graphics, the graphical style was not for me but that's a personal preference I guess. But those prior ♥♥♥♥♥♥♥ aside the gameplay just never really rises to the occasion. It's all fine and pedestrian until you hit the final half of the game. Then there's this awful section of closing down reactors by triggering your sidekick to lower the reactor shield by taking a photo of the control panel and then running to try and beat the arbitrary 30 second timer that has started by climbing some of the worst ladders I've ever encountered in a FPS in order to get to the raised reactor shield and absorb the core. As opposed to just triggering your sidekick to raise the shield when it's clear you're in front of the shield. It's so unnecessary. And you do this like 3 or 4 times (or more if you fail the timer because the ladders either won't let you climb or won't let you stop climbing). It's awful. And I breathed a sigh of relief when that was over only to realise the final section is even worse. It's a fecking reflect the lasers using mirrors puzzle. The absolute nadir of puzzle gaming shtick. And this again goes on for far too long and then the game ends in one of the most abrupt manners I've seen in recent times. Absolutely no exposition or commentary on your actions. Just 'there's your last puzzle and you're done, now watch some credits'. Ignore the hours played, this game is actually probably only 4-5 hours of gameplay I took a risk on a 'mixed' review, now I've played it and wasted my 7 euro so you don't have to. Avoid.
this game has horrible design, so bad that to the point that it is unplayable
in 2016, apple removed the headphone jack from the iPhone. they said that this took "courage" to make such a design decision, removing a feature that many people consider a necessary part of a smartphone device. this was immediately derided by many, and apple was rightfully memed on for their choice of the word "courage". it is that same "courage" that A Brave Plan has displayed here by releasing a game so buggy and fundamentally flawed like this one. how in the world do you set out to create a first person puzzler like this without a jump button? many of the puzzles in this game will require you to redo and retry, as you fall off platforms (despite invisible walls keeping you on the rails at every turn within the skyboxes) and deal with THE. WORST. LADDERS. in any first person game i've played. there are entire areas where guesswork is the only thing that can get you through, as the voice in your ears only actually helps 33% of the time, despite that being one of the key features of the game. this all culminates in a couple neat setpieces and a laser puzzle that i don't actually believe anyone has completed on purpose, and has only been done on accident. the level design is neat. this game clearly set out to be a portal type game. there are good ideas at play here, and not every single puzzle requires point-and-click adventure logic. plus the game LOOKS amazing, and with any sort of first-person puzzler, you need good looking stages and interesting skyboxes. this game definitely has those. but the characters are droll, the drama isn't engaging, and it reminds me of the cool bits of portal 2 with all the fun taken out of them. honestly, the plot itself doesn't really make much sense when you look at it from a distance. so even the cool things about this game are mired in so many unfun things. like the bugs! seriously, this game HAD credited QA testers. what exactly were they doing? i distinctly recall this game being $30 at launch, but it looks like it's $20 now. i got it as a gift from a friend during steam's 2020 black friday sale. and really, charging anything more than $10 for this game feels like a bit of a rip. overall, i just cannot recommend this game at all. i have hopes for the sequel, should one happen. but this game is proof positive that good ideas do NOTHING for you without the execution to match. and this game was not well executed in the slightest.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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