Refugia News: Councillor of Operations Ignores Questions, Repeatedly Striking Brick with Hammer, Screaming "NO!"
Started by Emily, March 10, 2019, 08:20:31 AM
Total Members Voted: 13
Quote from: Luca on January 08, 2021, 06:01:07 PMLooks like it's about that time for a sudden burst of activity
Quote from: DyllonAvocado on July 14, 2021, 08:47:08 AMI love you guys <3
Quote from: DyllonAvocado on July 25, 2021, 10:08:38 AMSo my recent break lasted five days, I don't know why or how I thought that was enough.Last night was pretty bad for me emotionally and this is the first time I've gotten out of bed since like 7 in the afternoon yesterday. Needless to say, I can't keep projecting my traumas on other people and I need to seek therapy and focus on my mental health. I really don't want to have a negative impact on anyone so I'm gonna try my best to stay away from the discord server until I am okay, which won't be easy cause I adore you all and I'll miss you guys. If I'm doing things right, I won't stop by for a bit.You can always dm me on discord if you'd like! Talking makes things better :)
QuoteRoad 96 - "The Shallowest Game of a Generation"1/5 starsFor a game so heavily marketed on being a procedurally-generated hitchhiking experience where choices matter, the only true word within that description is "hitchhiking". Road 96 is a game where you take on the role of a handful of rebellious teenagers who are fed up with the fascist dictatorship that rules the country of Petria and decide to leave by any means necessary. To do this, you will walk, hitchhike, take the bus or taxi, or steal cars.The overarching storyline of this game is a badly-realised and extremely shallow observation of the political situation within Petria. You have the moustache-twirling villain of Tyrak, who will abduct teenagers to put in work camps, have his police shoot non-violent protesters, and make enigmatic evil statements with seemingly little motivation. For a fascist country, Tyrak's posters and the border wall imagery seem to pull a lot from Soviet or North Korea-style imagery, neither of which were or are fascist states. Against Tyrak is the invisible Flores, the best and last hope for the neoliberal apologists the game wants you to sympathise with, but who you never see. And then, finally, are the Brigades, pseudo-leftist revolutionaries whose storyline ultimately boils down to "is it too radical to fight back?"Along your various trips through Petria in your attempts to escape, you'll meet many badly-written and abysmally-voiced characters. There's Zoe, the extremely-privileged actual main character of the story, who cajoles you into helping her and gets the most important role of the story despite caring the least. Then there's John, who has the only competent voice acting in the game but is trying to undermine the revolutionaries from the inside. Fanny, a cop you're forced to help even if you would never actually help cops, and her son Alex, an incredibly annoying whiz-kid, both force you into comically-bad conversation writing, where if you don't say the choice they expect, they'll respond to the option you didn't choose anyway. Finally, there's Stan and Mitch, entirely useless characters, Sonya whose pitch-shifted shrieks I dreaded every time she showed up, and Jarod, who you're supposed to sympathise with even though he only ever shows up as a raging serial killing psychopath. The game is split into multiple vignettes, either in the modes of transportation you're using or in the locations that you stop in along the way. Each of these vignettes has one possible outcome, and will shove you toward that no matter how hard you try to avoid it. They will occasionally give you extra bits to interact with along the edges of the world, like trash cans to rifle through or safes to open, but these rely on skills rewarded to you through specific vignettes you may never get. I ended my first (and only) playthrough only having the ability to make intuitive connections in what people were saying, extra energy, and the "lucky star", which allows you to open trash cans and gives you better odds on percentage chance options. And I imagine there's a chance I could have ended with even fewer options. There's really no reason not to have multiple opportunities to get these extra skills through different scenes, but that would require competent game design.The most telling aspect of this game came at the very end, when during the credits I saw more people on the marketing team than on the development team. There is, somehow, a huge following for this game. This more than anything compelled me to play all the way through to make sure I wasn't missing anything because I couldn't imagine how people could enjoy this. Instead, all I got was lousy writing, false choices (seriously, just make it a visual novel, it's fine to not have choices if you're not interested in following through with them), the worst voice acting I've ever seen in a game, and the feeling that it could have been good if developed by anyone else.