
Unrest is a role playing adventure game set in a fantasy interpretation of ancient India that adapts to death, failure, and the choices you make. Play as ordinary people in a struggle for safety, freedom, and a chance at peace. Use conversation, manipulation (and rarely, violence) to achieve your goals.
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This nothing more than a isometric CYOA. Towards the end I was rushing to just beat it and get it behind me. It got boring after 1 hour. Graphics: Amateur digital art at best. I will say that the style is consistent and not hugely offending. It's just not a great looking game. Adequate is what I'd call it. Gameplay: My entire experience was basically going through a confusing and unreactive CYOA. Confusing as in I never knew what the hell any of the choices did and why some attributes changed the way they did. It's not even accurate to call it a CYOA. More like CaA. Chose an Adventure. Cuz it definitely isn't one you'll be steering. UI: Everything is mostly mouse driven. The walking animation is low budget as hell, but that's basically the only animation in the game. The game mini map is ridiculously inadequate and not specific at all. Just a grey box with a vague, often times incorrect, idea of where you are in the level. Overall: I really don't see the point of this game. The whole thing is a fake choice as Unrest IS going to happen regardless of what you choose. It's not a fake choice just on the macro level, however. The game is packed with fake choices, that lead to the same conclusion no matter what your dialogue options are. Again, I don't see the point of this game. It's basically a walking/talking simulator in isometric viewpoint. I suppose the isometric part is the only positive thing I can say about this game, since i love that viewpoint so much. The rest is forgettable.
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Languages: English**languages with full audio support
Hours played at review time, across 110 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Alright, so this is less a 'game' and more of a choose your own adventure type visual novel. it is a alright game with a decent story
I'm really enjoying it so far! If you're a fan of [i]Planescape: Torment[/i], [i]Torment: Tides of Numenera[/i] and/or [i]Disco Elysium[/i] and are able to put the admittedly low-budget production values aside, this is definitely a worthy addition to your library.
[h1] Genre [/h1] Ein RPG mit Fokus auf Konversationen [h1] Story [/h1] Die Story ist etwas schwer zu beschreiben. Wir spielen mehrere Charaktere und sehen kurze Ausschnitte aus dessen Leben und am Ende führt sich dann alles zusammen. Im Allgemeinen geht es wohl um unruhen in einem Königreich [h1] Gameplay [/h1] Es gibt insgesamt 9 Kapitel (Prolog + 7 Kapitel + Epilog). In jedem Kapitel spielen wir einen anderen Charakter und müssen uns durch Konversationen durchschlagen. Die Kapitel sind relativ kurz gehalten und die Gebiete sind recht Übersichtlich mit lediglich ein paar NPCs mit denen wir sprechen können. In Gesprächen kann man immer mehrere Antwort Möglichkeiten auswählen, die dann den weiteren Gesprächsverlauf beeinflussen können. Kämpfe gibt es an sich nicht (außer einem kurzen optionalen Faustkampf in Kapitel 4). Das Gameplay ist komplett auf Konversationen ausgelegt was mal eine Frische heran gehens weise ist. Die Steuerung ist ebenfalls sehr einfach gehalten. Es reicht die Maus zum spielen, man kann aber auch die Tastatur benutzen wenn man möchte. Musik fand ich Ordentlich außer in Kapitel 5 glaub ich war es, wo die Musik ein paar zicken gemacht hat (hörte sich an wie Störungen) [h1] Achievements [/h1] Es gibt insgesamt 52 Erfolge. Die meisten sind Dialog oder Entscheidungs bezogen. Man kann aber zu jeder Zeit Speichern (am besten in jedem Kapitel einmal speichern um nichts zu verpassen). Es gibt aber auch einen sehr guten Guide in der Community dafür [h1] Pro/Contra [/h1] + Story OK (etwas verwirrend) + Musik ist passend + Viele Entscheidungs Möglichkeiten die sich auf die weiteren Gesprächs Verläufe auswirken können + Erfrischende Heran gehens Weise mit den Konversationen (statt Kämpfe) + Unverbrauchtes Setting (Antikes Indien) + Achievements + Sammelkarten [h1] Fazit [/h1] Ein durchaus interessantes Spielkonzept mit den Konversationen. Mir hat es sehr gut gefallen weil ich die Idee sehr Erfrischend fand. Wer gerne Diplomatische bzw. Friedliche Lösungen anstatt Kämpfe in seinen RPGs bevorzugt, der sollte sich dieses kleine Hidden Gem ruhig mal anschauen. Mich hat das Spiel gut Unterhalten 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*][url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][/list]
I really appreciate the classic RPG-style gameplay and South Asia is generally speaking not a common setting in games.
This is one of my favorite types of games. Decisions that actually matter, and a very well written story.
Unrest is a very thought provoking "game". It's been mis-characterized as a RPG. It's more of a point n click visual novel with choices. The story is very engrossing and touches on a lot of socio-economic and political issues with modern day parallels. It's game that goes out of the way to de-glamorize various roles you end up playing during the game, be it a ruler, mercenary, priest or bride-to-be. It throws a range of gloomy choices at you and there's little escapism in sight. It's a low budget title and that hampers it from achieving true greatness. While some choices do have irreversible consequences, it could have been done a bit better. The art style is folksy in a way that fits the story, as is the music which does get a little repetitive. However, the graphics, path finding, character models and animations are merely okay. Overall, this is a neat little game with a big heart which tackles serious issues. Sometime, I debate whether I should read a book or play a game. When I succumb to my laziness and end up playing a game, I invariably regret the decision. This game was so worth the 5 short hours I put into it. If you like games which deal with social issues and are short (think the Hate series or Papers, Please), then this is a must-play.
Truth be told, Unrest is not an RPG. Better still, it is not an RPG in the general meaning of the word: there are no character levels, the inventory is just for show and there is one (optional) battle in the entire game. However, what Unrest does is pushing our understading of Role Play to a whole new level. As part of a single, epic narrative, we take control of several diferent characters throughout the game and play their role in the fate of a city on the verge of colapse. We decide the way in which to solve problems, what kind of responses to give to NPCs (harsh, polite, etc.), who to help or not... Simply building a personality for each different character and playing according to that can be a lot of fun. Graphically, Unrest boasts simple but beautifull hand-drawn environments that evoke an Indian setting. Combined with an eastern inspired (although sometimes repeitive) soundtrack, Unrest really sucks you into its surprisingly deep universe full of luxury, famine and complex moral choices. You will have plenty of time to enjoy these aspects, as the slow walking pace of the characters can make traversing the sometimes expansive maps a chore. One last note: the game is heavily text-oriented, although it is surprisingly well written and interesting. So get into the world of Unrest expecting more of a dignified visual novel, and less of a traditional point-and-click RPG.
A fascinating relic of the mid-2010s narrative indie games. Very ambitious in its structure: you play through a series of vignettes, sometimes as a recurring character, sometimes as a one-time observer. If you care enough to get invested in their stories, you can choose to read the game's journal, which summarizes the lore and NPC, from various perspectives, and you can see the small hints of worldbuilding or character backgrounds stored in the pointless item descriptions they carry in various chapters. It's interesting, for example, how each character has its unique supply of coins, even though you almost never actually use money for anything. But production-wise the game is a failure, standing out even in 2014 Kickstater era. The visuals are underwhelming, the music is unbearable (as if: I turned it off and played other tracks in the background), UI lacks functionality, typos and grammar issues are numerous. You walk around very slowly, surrounded by dozens of identically looking NPCs. The content also struggles. Some systems, like the NPC reactions measured in colorful bars, are more of a noise than anything of noticeable impact. The achievement-tied icons you collect seem to be used for display only, never put to use as a mechanic. The most dramatic chapters can be indeed concluded in a variety of ways and even end up with the death of a specific character... but that's because the same characters are strategically cut away from the following content, only every now and then mentioned in the background. It just feels like Unrest was a bit ahead of the times, trying to invent text-heavy adventure/RPG "pacifist" tools of expression before it was cool, and having little to no games it could use as a reference, it struggled. Justifiably so. It's still worth playing if you're interested in this type of games - it hides some strong bits of writing, and maybe you'll be able to connect it with.
The tumultuous city of Bhimra comes to life through the eyes of five of its citizens, all of whom fight amidst collective madness to make sense of the role they've been cast. They are avatars providing framework for the politics of Bhimra, which is the central subject of the game. The game functions like a tabletop RPG where a writer prepares a scenario in which the player acts out a character. Circulating the paradox of Bhimra, the player views it from different vantage points. The dialogue lacks a true unique voice, but with a terse diction the game delves into a full palette of social complexities: class, racism, famine and so on. The developers show us, to an extent, how to have your cake and eat it too. Achieving the thematic goal has come with a cost of elegance in art and audio; tailored animations and looping music would have elevated the game. Nonetheless, I laud the developers for realizing their vision in a package that delivers just what it needs to, and nothing more.
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