Red Strings Club, The [Review of the game]
Start the game from the end is a good move, intrigue a player from the very beginning is a holy cause. RSC manages to make the beginning interesting and memorable, not only the initial intrigue comes into business, but also the unusual concept of the whole game. A couple of minutes after the start, you are already starting to feel the main catalysts of both the gameplay and the plot. The concept that consists of the role of a bartender in the world of a not quite ordinary cyberpan. Pouring drinks is not your main task, the fact is that in addition to the duties of the bartender, you are also information-broter. The main task is to talk to the interlocutor in such a way that he would safely merge all the information that interests you. Your “muse” will help you with this, or rather the ability to create such a cocktail that will give the interlocutor a certain mood. This is not a simulator of a simple (mortal) bartender on this you will have only four drinks and ice cubes. Closer to the finale will be six, but it does not change the essence. The game is concentrated on dialogs, not on cocktails. It sounds very interesting on paper, I propose to delve a little and find out if the game is worth.
– Cyberpunk with pixels, shake but not mix
To the honor of the developers, they did not forget about the gameplay at all, although no one could even say a word to them. Here you will find enough activities in a short time, in the creation of “special” cocktails, you will also find a pottery, and in the final of the game you can even feel yourself as a typical office worker: call everyone on the phone and scour the computer. Gameplay activities for a couple of hours are concentrated enough so that you do not bother you to listen to new visitors, there is a lot of text in the game and it is not voiced, so get ready to read. The game is so fast that the brain simply does not have time to get tired of a particular action. The gameplay in RSC copes with its main task – to dilute a decent number of sentences in each of the dialogs. Speaking as a bartender-philosopher, it turns out that dialogs are whiskey, and gameplay is a cola.
And the dialogs are not simple. https://casinosnogamstop.co.uk/review/winit-casino/ Of course they try to be more friendly at the beginning, but the closer to the finale the more tension they create. The dialogs are written and built so that a sense of unity with the world and characters occurs instantly, they skillfully draw a player into this cycle of verbal skirmishes. All the time there will be different interlocutors and different verbal fossils starting from friendly conversations with your friend, and ending with tense disputes about the role of negative emotions in human life. Despite the general similarity of themes in conversations, they abound in a mass of micro-epizodes of a more complex nature, from the role of art in human life and to global problems of society. “Art is emotions through a calm filter,” says one of the first visitors to the bar. “Art changes our understanding, and technology is an action,” is already our hero to share thoughts with his brand new assembly robot. And such examples of concise statements of ideas mass. And it’s all not just quittarks to the wind, all of them are said in the context of the plot of the game. Cyberpank is such a genre – forcing as an author and a player to give reflection with the player, the more deep it will be, the better.
It is important to remember that ideas cause a much greater resonance if they are successfully combined with history. The plot of RSC would be much more slender and interesting to be the developers more time. And even here I can’t blame them, if you look objectively then they could generally draw one location and business with the end, sit for yourself and communicate with visitors, the developers went along a more complex and thorny path. As a reward for the path made, and with them the players, they received a full -fledged completed story, albeit not so bright for their content, but with a highlight, including in her intellectual message.
Speaking about the folding in the concept mentioned at the beginning, it is worth clarifying two things: the player’s unusual prospect of the world, and this world itself. With the prospect of the player, everything does not sound so unusual, because this is the essence of the whole game. Perhaps she hooked me more conceptually, even at the stage of the initial idea. How it should have been spread out with gray matter to come up with a story in an amazing world by the eyes of a bartender. This is amazing. The second thing is even more interesting. It was no coincidence that it was written precisely: “Unusual cyberpunk”. What is an unusual? It is not strange, but this is the presence of the state. Typically, corporations have been ruled by the world to Cyberpunk the Universe for a long time (this is the basis of the genre, in fact), here in the dialogs the vision of the global device slips to us. To comprehend all the charms of the world of the game from you, only a small concentration in conversations is required, slightly straining your brain you get a lot of opportunities for a more interesting continuation of the conversation. One must be tactful in dialogs, otherwise there is a risk of missing a significant amount of information.
–Red-string club
Only one thing is important in the visual: the small budget of the game. You can’t call RSC an ugly game, it has its own style – it is clear that people with taste and the luggage of a large number of films watching were working on the locations. But full -fledged locations for only three, other two flashes a couple of minutes maximum. Pixel art answers the canons of the genre, and at least looking at it, I do not want to get my eyes. This is already success, gentlemen. Naturally where there is no stylish electronic music? The main strong composition is not enough, at the output the music turned out to be a very good addition to the general drawing of the game, but it was possible. The best compliment of this music will be that it helps to plunge into the atmosphere of this not ordinary cyberpan.
– Break me if you can
I think something was said by the fourth wall to a team of developers at their last meeting. When the team already inflicted her last blow to her, before the fall she managed to whisper: “Just do everything beautifully” and fell, connecting her offenders and player along with this. Her last will was fulfilled. The ending in the game is beaten skillfully and with knowledge of the matter. They started beautifully, beautifully finished.