So it can indeed by quite stressful to know that your actions might jeopardise the wellbeing of your fellow colonists and friends, or when you have the knowledge that you cannot avoid early indicators of certain disasters from transpiring. Moreover, friends can become suicidal due to certain events, and funerals can and will be a regular scene during any given playthrough. When death does affect the player character is when things get heavy - and mechanically speaking, you have to rest for a full in-game month due to stress and loss personally affecting you. While death ends are to be expected in a game whose setting doesn’t really expect you to live until your 20th birthday, it’s the tragedy found in story events that can be avoided in later playthroughs that really hits home. The main menu screen immediately lists a litany of “trigger warning” events, and sets certain expectations for anyone jumping in: this game is going to have its downer moments, and boy, does it deliver. I Was a Teenage Exocolonist is a game where you experience a decade of growing accustomed to living on an alien planet - and it really throws you for a loop right away.
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