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Title: The Fall Part 2: Unbound
Genre: Action, Adventure, Indie
Developer:
Over The Moon
Publisher:
Over The Moon
Release Date: 13 Feb, 2018
English,French,Italian,German
This game undoubtedly has its flaws and weird quirks. But it does not deserve scathing reviews or the silence it got from the press, after praises for the first one. Problem is, It is a sequel to a very small, tight, and stylish The Fall, so it was panned for not being that.
But I'm pretty sure that if it was made 20 years ago, it would be praised now as a true adventure game classic: with a lot of gameplay variety, pleasantly distracting minigames, always meaningful if slightly clunky puzzles, lots of drama, tons of locations, and ambition coming in spades despite limited budget.
Like many of the old games, it is a bit over the place, but every place it covers is quite interesting, and each bit has its own atmosphere. This can play against the game, e. g. I was stuck for a bit in a purposefully dour and bleak "mansion" part, and lost interest for several months \u2014 until I came back and found that there are a ton more locations in the game, as it's much longer than the first part. This desire to have a lot of locations and scenes stretches the budget extremely thin, but in return you get a lot of not-bad scenes and (as I said) a lot of variety. It's a strange chunky piece of game, but it wants to give.
The combat bits are all silly, but tolerable (again, remember the absolutely horrible minigames many classic adventure games used to force us to play), and offer a bit of pleasant distraction. They do help round out the characters a little bit, but they are very much just minigames.
The specific thing I would like to praise the developers the most is the text parts. Not even the voiced script (it is sometimes awkward, blunt, or redundant). No, I'm talking about the text descriptions. If you like to click on everything in adventure games to read what the character \/ author says about it, this is for you. Much of the game features different "perspectives" as a mechanic, you can "perceive" the same locations with "different eyes", with completely different sets of descriptions and even the objects that your perception notices or doesn't notice \u2014 which works great as a narrative tool. And much of the "items" you use are actually thoughts and concepts. (I have to wonder if some of the journalists actually experimented with this or noted this much.)
As a smartypants narrative and intellectual commentary it's mostly okay. I did care for the characters. The script flounders a bit when AIs start literally rewiring each other's psychological problems using logic (we still don't know how to do it, after all). But many of the scenes were genuinely disturbing or touching, and the core ideas of the plot are legitimately interesting.
(Play time is skewed because of internet outage. Actual playtime is about 9-10 hours.). Looking forward to part 3!. Looking forward to part 3!. This game undoubtedly has its flaws and weird quirks. But it does not deserve scathing reviews or the silence it got from the press, after praises for the first one. Problem is, It is a sequel to a very small, tight, and stylish The Fall, so it was panned for not being that.
But I'm pretty sure that if it was made 20 years ago, it would be praised now as a true adventure game classic: with a lot of gameplay variety, pleasantly distracting minigames, always meaningful if slightly clunky puzzles, lots of drama, tons of locations, and ambition coming in spades despite limited budget.
Like many of the old games, it is a bit over the place, but every place it covers is quite interesting, and each bit has its own atmosphere. This can play against the game, e. g. I was stuck for a bit in a purposefully dour and bleak "mansion" part, and lost interest for several months \u2014 until I came back and found that there are a ton more locations in the game, as it's much longer than the first part. This desire to have a lot of locations and scenes stretches the budget extremely thin, but in return you get a lot of not-bad scenes and (as I said) a lot of variety. It's a strange chunky piece of game, but it wants to give.
The combat bits are all silly, but tolerable (again, remember the absolutely horrible minigames many classic adventure games used to force us to play), and offer a bit of pleasant distraction. They do help round out the characters a little bit, but they are very much just minigames.
The specific thing I would like to praise the developers the most is the text parts. Not even the voiced script (it is sometimes awkward, blunt, or redundant). No, I'm talking about the text descriptions. If you like to click on everything in adventure games to read what the character \/ author says about it, this is for you. Much of the game features different "perspectives" as a mechanic, you can "perceive" the same locations with "different eyes", with completely different sets of descriptions and even the objects that your perception notices or doesn't notice \u2014 which works great as a narrative tool. And much of the "items" you use are actually thoughts and concepts. (I have to wonder if some of the journalists actually experimented with this or noted this much.)
As a smartypants narrative and intellectual commentary it's mostly okay. I did care for the characters. The script flounders a bit when AIs start literally rewiring each other's psychological problems using logic (we still don't know how to do it, after all). But many of the scenes were genuinely disturbing or touching, and the core ideas of the plot are legitimately interesting.
(Play time is skewed because of internet outage. Actual playtime is about 9-10 hours.)
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