
Set in a post-apocalyptic dystopian future, two young men set out on a journey to find The Great Appearance which manifests itself inside mankind's mind.
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, Turkish
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英语差生慢食碗。视觉小说?氛围游戏?【以下内容涉及剧透】 感觉越写越进入状态吧,喜欢被流放丢失了过去记忆的夫妇的故事,他们已同时忘了如何阅读,对待偶至的陌生年轻人也像对待房屋的原住民——cat、腐败骷髅黑马一样,家徒四壁但尽心照顾,在遭遇匪帮后非常温暖的庇护所了,他们接着给正seek call的年轻人递上一本他们未知内容、但认为来历神奇(认为有命定色彩)的书(又在热心帮助),怀着找到圣典的心情准备翻开那本猩红色之书,怀着读圣人之言的一点点崇敬读完第一段、、、读读读,怎么那么像一本日记?Khinai?谁掳走了一个小孩?还有“She”?日记的主人带着两个人..哦,我记下笔记正准备好好推理一番,在官方提示下,哦?哦!我靠,日记主人正是Lokhman(眼前的老人),然后你要做出决定,决定要不要把真相告诉他们(把记忆还给他们),值得一想,不是吗?还想到我们或许也都失忆了,眼下读的东西说不定正是我们曾经的日记,你还记得它吗?今天还刚好读到博尔赫斯《界限》里的“他们曾经爱我,又忘了我/空间、时间和博尔赫斯已把我抛弃。”可以说到你见的人都是选了不同选项的你?以及,你要扮演与成为每个人的那种轮回思想? 游戏整体由开端+三个故事+结尾感召构成。在过中间故事部分的时候感觉很有节奏感,已进入心流状态!故事开始:你从一大段预兆或诗行里醒来,非常快就被拉入整个氛围里,配乐、图片、充满神秘气息的文字,接着被Yerchi叫醒,哦,一位有着猩红色微杀马特发型的男子,接着见到Okhtem,开始讨厌,感觉此人特别说教,侧面感觉主角Behich对这种community里的权威形象其实也非常“铿锵”,有些高高在上、微微蔑视?接着正式踏入旅程,邂逅第一个土匪头子,开始让人感觉不爽,让我开始不想代入这位角色,因为这个主角开始变得特别软弱、犹豫、怯懦(或者可能也柔软地指向此种境况:当人真正踏入远方之地、真正踏入生活,成为局中人,就会把想象种的自己摔碎并且往往在事后才会意识到这一点?)主角在纠结的问题都不是我想要纠结的,就在电脑屏幕前驳斥其心理活动,想着别再想那么多啦!拜托!快行动(可能也是自己以前总在理智转动但无果之后才顺着直觉去干这样的时候太多,所以现在不喜欢这样的理智转动,有些不耐烦。)事情在Krlthem诉说其过往的时候好起来,感觉自己已然完全介入与关心着了,再说第一个故事其与主角的对比(碰撞)大概在,Krlthem已从其认为有害的community中脱离出来(其实有关community的好坏这回事应该比较主观吧,community应该都差不多?有关Krlthem的脱离与杀害人的动机我也有些云里雾里,总感觉他在以比较主观和抽象的视角进行讲述,像是不被群体接纳被赶出来的,被迫成为“free man”或者也可能为了Yula杀了人啥的,Yula去世前还喊着被驱逐之类的话...留白...),Krlthem在这碰见主角相当于碰见一位走着他曾经抛弃的朝圣者老路的人,对于Krlthem来说,更重要的似乎是生存,他们甚至可能活到今天就靠的也是吃人?(开始时就说过要吃了主角),Krlthem也是那种特别看重情谊者,可能也与在community里的遭遇有关吧,他很珍惜帮派里的人,在自己搭起来的风雨飘摇的小船上,朋克蒸汽面罩上的红外热成像眼眶(完全在比喻)可见的红色热源是身边人~对于主角来说,与Krlthem的相遇则更像一个下马威,揭下主控的“贵手”,揭下他自己想象的良善,接着,来到对面的背面,更立体真实吧,也让主角更敢于看世界吧,接受这样生存的残酷,其所滋生到我们这边的恶,再看到源头的善与美。ok,第二个故事,留白在夫妇事如何失去记忆的?Lokhman真的失忆了吗?还是不敢面对日复一日凋零与把他遗忘的爱人Acha?或者二人可能在与骷髅马等生物日复一日的相伴中感染遗忘之气,身体与精神一起枯萎了?以及其community是有病吧?自己想等待死亡就自己等,不是最爱等待死亡降临吗?那怎么还有闲心管别人家的事?(或者难道爱等待死亡是个譬喻吗,至臻总结?对克制与不生育的暗暗批判吗?夫妇就是触犯禁忌了吧反正 stop),在这里的碰撞反而是丢掉了“朝圣者”这样的身份,只是作为“人”,这样的充满了sorrow的碰撞,然后听到了真正的whimper;第三个,让我不想畅想其留白,一个完全的政治家,其是自己不相信上帝,但非常相信人们相信上帝并且把这一点利用得很好的坏政治家,在他请我吃饭的时候我就知道后面还有硬的这一手!呔!游戏里谁还劝说我说这种人此后报应也极大好像,感觉是会向大家把主角形容为需要执行火刑然后美美隐身的那种人,但他的片区反而是路过地区里最过得最好的片区,那我觉得是因为大家对上帝的完全相信的美好愿景与行动,讲实话,在这样的片区生活,其实不知道如何去反抗,有种看他不爽、却又没有办法、不如不看之感over。最后来到巨大的眼睛前或在谁的眼睑里,把之前看到的符号与象征都串联起来,有一个caretaker帮你好好的梳理事件,进入完全的概念与哲学思辨阶段,然后送上主角的凋零与融入黑暗(游戏、这个世界的结束) 关于猩红:第一抹猩红来自Yerchi的头发;第二抹是从Yula大动脉里蛄踊出的猩红色鲜血;第三抹来自Lokhman过去的日记;第四抹是主控Behich遭受酷刑后流淌到指尖的鲜血,在纸上写下“愤怒”。整个世界也如此猩红,首先,长得就很漂亮,整体就是黑色、猩红色、白色,配图很漂亮,有像素风还有雕版印刷的感觉,佐以此rotting末日中有些朋克的造型:防毒面罩(欸所以完全是出于功能性吗?)、微杀马特发型、骷髅与腐蚀,这些比较“现代复古”?的元素喜欢搭配的却是野熊、野骷髅马这样的比较原始与粗狂的元素,然后形成了一种微妙的统一?高楼又在沙砾中,而且面罩、骷髅身(像不死诅咒累积一样的造型)本身也充满意蕴与象征之感,除了美术之外,音乐、音效也很在线,文字也好。 建议(哇塞大胆):我往常玩游戏会比较喜欢其间哲学思辨之类的东西,快速截取并吸取并展示并包装自己,但我玩这个游戏会更喜欢其中的故事与冒险,对我来说这很反常(不知道其中有没有语言的原因?),最后杂糅的哲学思辨虽把整个流程串起来,有种大总结、大善终之感,但似乎还是故事更多一点就更好了,玩这个游戏我感觉最吸引我的部分还有这整个末日朋克(?)世界,其中世界、其间人物非常吸引我,所以,或许调整一些故事与哲学思辨的比重会更好?或者更融合一些?(落幕全是哲学思辨且想表达的东西很多或许可以调整?)但也许是为了回应标题与整个方向吧,或者是现实问题,ok~结束~
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Hours played at review time, across 33 reviews with recorded playtime.
Usta yazarların ve yönetmenlerin bile anlatamadığı şeyler vardır ama kim olduğu belirsiz bir adam mükemmel anlatır. Ama bu adam yüzünden kitap okuma hevesimi kaybettim. Kitaplar boş.
Hikayenin kaleme alınışı, kelimeleri, hissiyatı öyle kuvvetli ki. Son zamanlarda karşılaşmamıştım böylesiyle. Müzikler öylesine güzel, öylesine hapsediyor ki oyuna. Alın, şans verin. Kısa da olsa, içinizde yer edebilecek bir oyun. Fatih Mert'e bunun için teşekkür ederim.
The Crimson Call is a strange little story driven adventure that I ended up enjoying more than I expected. It takes place after an apocalypse has left civilization broken down into small surviving communities, and I follow Behich and his friend Yerchi as they travel across this damaged world searching for something called The Great Appearance. I liked the mysterious setup because the game does not immediately explain what this strange presence really is, which made me curious about where the journey was going. The story is easily the main focus here. Behich and Yerchi meet other survivors along the way and hear their stories, while the strange force they are searching for continues to sit in the background. I found the writing more interesting when it focused on the people living in this ruined world rather than simply trying to explain the bigger mystery. There are some darker and more depressing themes throughout, which fit the setting quite well. The choices are also important even though this is not a huge branching adventure. I get to make decisions during conversations and certain situations, and those choices can affect how much content I see. There is only one overall ending, but I still liked having some control over the journey. It gave me a reason to think about what I was choosing instead of simply clicking through every piece of dialogue as quickly as possible. I also enjoyed the visual style. The pixel graphics are fairly simple, but they work surprisingly well with the bleak post apocalyptic setting. The locations have a worn down feeling that suits the story, and the ambient music helps create a quiet and sometimes unsettling atmosphere. I think the combination of minimalist visuals, text based storytelling and strange ideas gives the game more personality than its small scope might suggest. The puzzle elements are much lighter than the story, though. There are a few moments where I have to think about what I am doing, but this is definitely not a puzzle heavy adventure. Most of my time is spent reading, making choices and exploring the story. I think that is worth knowing before playing because anyone expecting a traditional adventure game with lots of gameplay mechanics might find it too slow. The biggest weakness for me is the limited depth of the gameplay. Once I understood that the story was the main reason to keep going, I became much more comfortable with the slower pace, but I still wanted a little more interaction. The single ending also means that my choices do not completely transform the overall outcome. I think more meaningful branching paths could have made the experience even stronger. Overall, I think The Crimson Call is a thoughtful little adventure that succeeds mainly because of its atmosphere and unusual story. The ruined world, mysterious Great Appearance, conversations with survivors and strange philosophical ideas kept me interested, while the pixel visuals and ambient music gave the journey a distinctive mood. It is simple and definitely more of an interactive story than a traditional game, but since it is free, I think it is well worth trying if I enjoy short atmospheric adventures with a darker science fiction setting. Rating: 6.6/10
çok tadında çıtırlık kısa ve güzel bir görsel roman ama diyaloglarındaki anlam ve türk yapımcı olmasıyla çok degerli bir oyun bence
免费 有成就 没中文 猩红召唤 在一个被腐朽与绝望吞噬、文明崩塌、希望殆尽的世界里,潜藏着一个仅以 “伟大显圣” 之名为人所知的谜团。故事设定于末日反乌托邦的未来,两名青年踏上了寻找 “伟大显圣” 的征程 —— 这一神秘存在,正显现在人类的意识深处。 故事 一场浩劫过后,世界满目疮痍,幸存者们聚居在一个个小型社群中。“伟大显圣” 是一股未知的力量,它会以梦境或其他方式,与部分幸存者进行交流。 《猩红召唤》讲述了两位年轻的朝圣者 —— 贝希奇与他的挚友耶尔奇的旅程。他们决心揭开这股神秘力量背后的真相。在穿越这片腐朽与绝望交织的土地时,他们会邂逅形形色色的幸存者,聆听他们的人生故事。 特色 跌宕起伏的精彩剧情 氛围感拉满的视觉画面 沉浸式的环境配乐 巧妙的解谜元素 单一结局(不过,你的选择会影响剧情内容的丰富程度)
Ну норм чё.
Its dark and twisted and I love it!
Yes.
🌆 Dans un futur dystopique post-apocalyptique 💥, deux jeunes hommes partent en quête de La Grande Apparition 👁️, une entité qui se manifeste au plus profond de l’esprit humain 🧠✨.
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