
A reverse-detective adventure, where you control your character's face
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Themes across 172 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我非常喜欢游戏的1bit美术风格,大卫林奇味很浓。调整面部肌肉的玩法很新颖(并让我感觉我才是伪人),但后期这个系统出现的频率低了。刷全成就挺无聊的,但剧情很好看,我很喜欢主角威廉和莱拉之间*被牵引着*的关系。尤其是威廉的社交障碍让我更喜欢了 以下堆放一些我喜欢的剧情,严重剧透注意(写得很仓促,以后再修改吧) [spoiler] 威廉在派对上遇到谭雅时真的以为莱拉来到他身边了,此时他无疑是幸福的,幸福的威廉脑子里自然不用再幻想莱拉的样子,这反而莱拉失去了生存的养料;直到谭雅问出那句“Who's Lila?”,莱拉强烈的存在感才又反扑过来,以及她这时显而易见挺生气的。 余探员和莱拉评价威廉时说,他会想象威廉生活在别的地方,不记得也不会去评价他周围的垃圾、就只是存在着而已。这一段可以说是我在整个游戏里最喜欢的文本,我对我喜欢的虚拟角色belike(heart暖暖) 以及莱拉和威廉在医院里的对话,「你这话像是在假设自己真实存在呢」这段对话中的威廉简直像个十足的傻瓜(不管是表情和对话都傻得不行),所以此时屏幕前的玩家会认为威廉是真实存在的吗?ww 最后,我刚玩的时候真的认为威廉是个很深沉、身上背负着黑幕的人,全成就的过程中我只能感觉到他真心蠢死了,,(我用了多少次这个形容)只是普通的拥有普通人程度的善良的高中生啊[/spoiler]
cant recommend it enough. I usually hate every game ever but im in love with whos lila
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Languages: English*, Spanish - Spain, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 172 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great concept, great presentation. Sadly, in spite of its clear inspiration it fails to fully stick the landing, later falling into pitfalls of self interest and lecturing or overly verbose dialogue, made exponentially worse by the need to get every "ending" no matter how significant before the final word can play out. So I ended up watching the end elsewhere. It's a shame because the game works so perfectly - naturally spiralling in repetitive thoughts, reliving situations and how subtle tangents can extend - and that it doesn't capitalise on this aspect for an individual's experience, but was instead manufactured for a fandom's experience, and to lose itself. "Who's Lila?" explains it's key aspect almost exactly, once you have been lured in by this completionist hook. Given no good method besides looking to community guides for answers, you arrive here and are told exactly what you just did is the answer to the mystery. It's kind of just a big gotcha moment to be lapped up, and I find it insightless and disconnected from the initial themes explored. Self-dismissive, almost. Then again, it also interrogates the observer's presence without addressing them directly. And the completionist attitude it feeds on, it also doesn't in turn satiate with full answers. It also smartly teaches you to explore "outside" the game in more subtle ways, smoothening the transition to completion guides. It just overstays its welcome, while feeling somewhat shallow and trite at crucial moments. I can definitely see more potential in this, and I'm looking forward to the next project. //I wrote this without knowing where I was going. //I have mostly left it as a train of thought //In retrospect, having to watch the ending play out outside of the game is something I did in an act I thought would be fully disregarding of its merit //But here I am, coming back around to at least praise the unexpected experience I had with this game, and that as a whole it has captured something profound about modern gaming //Abandoned
A strange and excitingly experimental experience, with cool art (unfortunately, my understanding is that the faces are AI generated) and optional palettes, plus plenty of fun twists, but also a frustrating, slow, repetitive, and clunky game. I will say upfront that I still recommend it. Starting off with the weaknesses, the game requires you to replay scenes a LOT, but without any meaningful way to speed/skip through things (something the player has to make up for by making new saves constantly and cursing themselves when they forget). There is a function to double click on doors (anything with the feet icon on hover) to teleport through rather than having to watch your character slowly amble over, but this doesn't solve much when most scenes have doors that don't register as doors in the games UI, so you're still having to walk across most areas. Normal on a first pass, dreary on a second, annoying on a fifth. In terms of implementation, there's also a function to press space to highlight clickable things, and this had a lot of bugs for me too. The writing is not localised the best, I think. It's an intentionally obtuse and cryptic mess of jargon and nonsense, orbiting around interesting themes of psychology and experience and memetic influence, but the translation doesn't sell the high-mindedness of this in the best way, instead feeling clunky or "philosophy for dummies" at various points. A tighter translation would've helped the game feel a lot more ominous and maintained the atmosphere better. The core mechanic of manipulating your characters face was intriguing, but the fact this is timed, and the unintuitiveness of certain emotions, mean it can be frustrating, and the split UI between the face and the point and click/dialogue interface meant I felt like I was missing the visual clues of the characters face reacting when I was reading the dialogue. These issues meant that after finding about five or six tarot cards—roughly two hours in—I gave up, the friction sufficient to make me want to use a guide, and using that I completed the rest of the game. This robbed me of some of the satisfaction of solving puzzles, but also, mercifully, robbed me of many wasted hours trying to figure out which dialogue points give different tidbits with slightly different series of faces (and frankly I don't think I would've found a lot of clues, certainly not before giving up). From this more detached perspective, it's hard not to be impressed by how many things Garage Heathen tries to do with the narrative and the puzzles. This review doesn't have story spoilers, but you might want to stop reading here if you want to experience it completely blind. The save files work as timestamps with the game remembering everything, or the way you unlock a special permanent save file at one point. The game also surprises you by requiring you to treat it as a multimedia project. What do I mean? Well, at numerous points the game copied things to my clipboard and told me to google them. Twitter profiles with patterns and addresses needed in the game, Itch links with vital info in, so on. One link was a passworded site that, when unlocked (and the password is hidden in the game files!), gives a pdf of a fake scientific paper that has clues to unlock something in the game. It requires installing a second software, putting it's icon on your desktop, and running it alongside the game (multiple endings aren't possible without doing this). At one point the game ordered me to read some wikipedia articles, before giving me some fake news site pages that never existed. One clue required changing my computers date, another required intentionally corrupting a file. Would this have felt needlessly difficult and frustrating without a guide? To me, yes, absolutely lol. With the guide I was happy appreciated the novelty of all the hoops. The game fizzles out at the end, with most of the narrative climaxes or tense points or satisfying moments having happened a while ago, depending on how you play it. It refuses to give any clear answers (just some vague ones that I won't spoil here), and by this point that felt like a narratively sensible choice, if rather anticlimactic.
David Lynch wishes
Необыкновенный ARG-экспириенс, вначале ничего не понятно, в конце тоже ничего не понятно, но так и задумано. Рекомендуется к прохождению, если вы мозг в бочке.
作者有想法但是在作品落地方面做的不好。
在没有耐心的阶段接触到这款游戏会是一场灾难。。。
Пока это лучшая антипропаганда тульповодства
Мозги взорвались, пока я пыталась разобраться, кто же такая эта вездесущая "Лила" и почему половина персонажей меня так зовет, хотя я очевидно мэн и меня зовут Вилльям. Люблю такие игры. 10/10.
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