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Languages: English
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Completely crazy! A weird collage of Lynch's Eraserhead, Yellow Submarine (the animated film), Svankmajer animated films, underground comics (R. Crumb, J. Sacco, A. Spiegelman etc.), Kafka and Burroughs novels, Escher illustrations, pixel art and... 2D RPG! Literally crazy! See here for a complete walkthrough (from stream 1 to stream 13): [url=https://www.youtube.com/watch?v=Fv0G7OlC7sI]You Tube[/url] I found it not so much playable, but i'm not so accustomed to RPG and keyboard controls. It's not easy to understand what's happening here! Who your avatar is? What's your mission? What's the story? I have no answers, sorry! At first, it seems completely no sense! What have you to do? You can fight, use weapons, cast some spells, converse with strange beings, interact with weird objects and environments, etc. But gameplay is not the point. Aesthetics is the point! Play time is very very long: hours and hours of varied surreal situations, disturbing scenarios, weird characters, abstract drawings, absurd conversations, alienating soundtrack, etc. Graphics is not always pleasant, but its artistic value is out of the question. At first, the flux of psychedelic and surreal visions leaves you astonished and asking: what the f... is happening here? Then you realize to be in front of something unclassifiable, an artistic multimedia crossover. While playing, I perceived a sense of alienation towards all life aspects. There are a lot of suggestions: procreation, technology, smartphones, TV, weapons, job, religion, demons, esoterism, love, war, cancer, medicine, biology, death, communication and information, family, etc. They are usually represented in a pessimistic and negative way, but there is also room for cinism, irony, sarcasm and.... philosophy... Yes, a bit of sophistry! Probably WTCTR is too ambitious, pretentious and deliberately crazy, alternative and experimental as many contemporary artworks; you know: all that glitters is not gold; probably content is not so deep as it would you to believe. It's art for art's sake, a sort of collage of pre-existing artworks, perhaps not so expressive or genuinely inspired, but there is undoubtely a really hard, long and original job behind all such drawings and illustrations. Very impressive! I think there are no games like this, perhaps it's not only a game. It reminds me of experimental short films by Man Ray, Leger, Ruttman, Duchamp, etc. at the dawn of Cinema. That's not a matter of " I like it" or "I don't like it", may be the most of you will find it boring or ugly. The existence of such game is an added value, an enrichment for our beloved medium. I think that the best comment is the following from the author of the game, John Clowder << This game is for the outsider aesthete, the outcast mutant, the curious observer, the subversive and those who can appreciate what others can’t—and those who don’t appreciate what others do. >> John Clowder is a college artist who has previously developed other two art games: Middens and Gingiva, but i've not played them yet. Review by Video Games & Art Steam group: http://steamcommunity.com/groups/VgArtInt Curator page: http://store.steampowered.com/curator/26168615-Video-Games-Art-International/
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have pretty mixed feelings about this game, and to be honest I don't know if I'd recommend it or not. I think it depends entirely on your taste. I liked the art, and the way the styles were distinctly different for each of the player characters was a nice detail. I think the characters and story were interesting, and I felt invested in them. The world & game are very surreal and unique, which I love. However, I really struggled with liking the game itself. The battle system really frustrated me, and battling is a central part of the game. Also many times the game felt so aimless that I thought I wouldn't ever be able to figure out where to go next just to finish it. I think it took me 24 hours to play through it once, with a lot of doubling around and wandering. I also ran into several errors that caused me to restart the game (so if you play this, make sure to save often :-P) If you're here from the games Middens and Gingiva like me, this game is pretty different (especially the battling, which isn't in an RPG-style at all and is basically a giant free-for-all). It maintains the surreality and is exploration based like them though.
Арт-хаус какой-то........ Вообще очень жаль что подобных "перформансов" в инди индустрии крайне мало.Игра далеко не для всех,но кто любит всякий сюр вам как раз по адресу,разве что интерфейс и меню в том числе просто отвал всего,тупил пытаясь отгадать(именно отгадать) что к чему неопределенное количество времени.
개쩌는 콜라주 아티스트이자 제정신아닌 콜라주 아트와 시적인 언어로 가득찬 독특한 세계관을 가진 초현실 RPG 게임 Middens, Gingiva 를 만든 게임제작자 Revolverwinds(존 클라우더)의 신작게임 전작인 middens와 gingiva 와 세계관과 어느정도 통하는, 3부작의 마지막인 겜이라 볼수 있다 3부작의 마지막인 만큼 몬가 새로운 걸 도전하고 싶은 욕구가 있었는지 전작들과 비교해서 달라진 것들이 꽤 있다 이제 아트도 콜라주만 있는게 아니라 그 뭐냐 약쟁이가 그린 미국식 그래피티같이 생긴 그림들도 나오고 전작은 전부 턴제 RPG였는데, 이번엔 턴제에서 벗어난걸로 모자라 여러가지 장르를 다 합쳐놨음 전작의 일반적인 턴제전투는 실시간 전투나 괴상한 마우스클릭 턴제전투로 변했고, 게다가 포인트앤클릭같은 요소들도 생겼다 게다가 이번작에서는 자유도를 강조해 NPC들을 죽여서 가진걸 털어낼수도 있다 근데... 새로운 도전은 언제나 좋지만. 너무 많은걸 섞을려고 한건 아닌가 싶었다 물론 아트스타일은 새로운게 추가되도 개발자 짬이 있는 만큼 완존 초현실느낌 제대로라 좋았고 괴상하면서도 시적인 대사들과 연출도 기대했던 그대로 그리고 예상외로 실시간 전투도 은근 괜찮았음, 전혀 기대도 안했던 타격감이 캐리했다 하지만, 실시간 전투에 포인트앤클릭에 RPG 요소까지 다 섞으니까 조작이 진짜진짜 엄청 불편하게 느껴졌다 좀 심각할 수준임 키보드에 마우스까지 다 써야 하는데 조작이 이게 뭔가 서로 안맞는 퍼즐을 존나 끼워넣으려고 하는 느낌이었다 게다가 익히기까지도 어려워서 게임하는 내내 조작키를 옆에다가 띄워놓고 할 정도였음... 전작인 미든스와 진지바에서는 주인공과 사이드킥에 중점을 두고 스토리가 진행되면서 뭔가 애매하면서도 자연스럽게 플레이어를 인도하는 방향성을 어느정도는 가지고 있었는데, 이번 작품은 몬가 줄거리든 방향성이든 좀.... 많이 난해하다 주인공이 3명으로 늘어나고, 각자 다른 테마의 장소를 돌아다니게 되는데, 게임이 이게 몬가 어디로 가야할지 어떤걸 해야할지 감이 전혀 안잡힌다 이번에 새로 추가된 사이드킥인 껄룩폰이 단서를 던져주기는 하는데 그것도 아주 도움이 되는 건 아님 게다가 미로같은 테마의 스테이지도 있어서 정신이 나갈것 같다... 길찾는거 좋아하는 사람인데, 이건 좀 너무 플레이어를 지치게 만드는거 아닌가?? 하는 생각이 들었음 아직 게임을 (아마)초반부정도밖에 진행 못해서 평가를 다 내리기는 뭐한데, 일단은 이런 느낌이었다 이말이야 아직은 추천을 해야할지 비추를 해야할지 잘 몰겠는데... 일단 추천으루 함 어찌됐던 revolverwinds 3부작의 독특한 아트스타일과 세계관은 마지막에 와서도 여전히 매력적이구 무엇보다 몽환적인 동시에 시적인 대사들의 센스도 죽기는 커녕 더욱 풍성해졌으니 아직까지는 그래도 만족임
I entered this game having played its two prequels, eager for another abstract RPG. Gingiva, the second in the trilogy, unexpectedly became one of my favorite RPGs of all time. I expected this game to be comparable hidden gem, only to slog through a broken, incomprehensible fever dream. One of this game's omnipotent flaws is the controls. WTCTR boasts the most unconventional, uncomfortable and convoluted set of controls I've ever experienced. Even after remapping everything to a controller, I still fumbled through my playing experience. "Point-&-Click Adventure" elements are shoved in through additional mouse controls, adding further complication. While the game expects you to discover secrets through clicking on suspicious areas, the interaction hitboxes on those areas are miniscule and disjointed from the object. This leads to the entire concept devolving into blindly clicking on every notable piece of scenery trying to stumble into a secret. The menus themselves can be difficult to navigate due to the lack of proper labels outside of the game's manual. You'll find yourself navigating through a labyrinth of submenus within submenus, most of which serving seemingly little to no purpose. WTCTR attempts to make itself stand out from its turn-based contemporaries by attempting to be a real-time open world action game. This is quite possibly the decision that singlehandedly ruins the game for me. Combat never evolves from button mashing, whether it be with your normal attack, your skills or your items. Most weapons are hardly distinguishable from the others. A good majority of the special attacks seem to be broken and unusable. A good majority of the game's items are completely useless. Skills are acquired at what feels like random, with only a handful being useful. The game attempts to introduce an elemental weakness system, summarized by enemies being weak to attacks of the color they appear as. However, nowhere in the game can you learn which elemental damage types your various attacks deal, making the entire system essentially irrelevant. Enemies are HP sponges with multiple seconds of invincibility frames after each hit. They deal damage mostly through contact damage, occasionally using indiscernible skills at random. NPCs are capable of defeating you without warning, whether it be through bypassing your invincibility frames, inflicting lethal status effects, or just by you interacting with them in the wrong way. The constant risk of death during any interaction is cemented by each Game Over sending you back to the title screen, forcing you to reload a previous save file. This results in having to save the game after every encounter to minimize the potential of lost progress. The game attempts an Afterlife area similar to Hylics. yet doesn't allow the player to retain their progress. This is despite the entire narrative revolving around the protagonist being denied entry to said afterlife due to unfulfilled potential. The plot itself is hardly comprehensible and is never developed. Every cutscene is nothing but a numbing monologue trying to hammer in the feeling of pessimism and nihilism. Every NPC serves no purpose but to regurgitate a philisophical word salad that further enforces these nihilistic ideals. Nothing feels like it has any significance to the world around it. As a successor to Middens and Gingiva, WTCTR feels completely disconnected. The few locations that are connected to the previous games are optional and do nothing to expand on those predecessors. There are no returning characters aside from one hamfisted in at the very end. The few callbacks to this game's prequels are few, far between and minute. Even if you want an unconventional game with abstract visuals, do NOT buy WTCTR. There are many alternatives that are more fun, well written and completely free. Middens is a simplistic RPG with unique environments to explore and Gingiva is an interpretive narrative filled with memorable characters and dialogue. I bought this game out of love for the previous two titles, only to be let down by this disaster of a game. I couldn't even finish it due to a crash occurring every time a specific endgame NPC appeared on-screen. That alone should tell you not to spend money on this game. WTCTR is quite possibly the worst game I've ever played. Every minute of the 10 hours I spent playing it felt like a chore I was wading through just for the sake of it. I wasn't playing because it was fun or even out of curiosity. I endured this mess just to be able to lay it to rest. There's nothing here worth your time. Your playing experience won't improve at any point. Do not play this game.
I do not know anything nefarious about the creator so I can't speak on it. I have checked out his other games which were more or less advanced rpg maker games. I have not put a lot of time into this as of yet especially since the game play is somewhat slow and odd. The visuals are cool weird and abrasive. Its most like an adventure game in scope with a healthly dash of off the scale bizaaro type events . I found this and a few others when I was looking up strange games. Its an experience and I think if you are on the adventurous side give it a go. I will say its not for everyone and sometimes I think I don't know who this was made for but its an experience that deserves a try!
I'm curious to know what drugs the developers were on when they came up with this game. I do like the artstyle though, and the concept is rather intriguing. Word of warning: This isn't for everyone.
Лютый артхаус как я люблю
More of an experience than a game, an unique experience that cant be explained with words, more than worth the pennies it costs.
The difference between you and me is that i have a wine bar in my closet
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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