Play as a mysterious trauma cleaner as he faces the end of society as we know it, brought to its knees by a new and unknown phenomenon that has no cure. Having given up on most things, every day feels to him like the same sluggish chore of waking up, cleaning, going to sleep and repeating. That is, until he receives a request like none other from a man he barely knows.
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This review contains spoilers
TW: Suicide mention.
This game has a lot of things going for it - interesting worldbuilding and a really sweet story that caused me to really get invested in the characters. With the exception of the final scene between Daniel and Eames I thought it handled the depictions of suicide really well. My main complaints are not with the story, but with the actual mechanics.
First off, I'm a little wary of anything that uses AI art. I think the publishers should've made it clear from the beginning, rather than the players finding that out while playing. Secondly, there wasn't a way to save or pause during certain points, which was frustrating. Finally, I felt more could've been done to incorporate the cleaning sections into the game, rather than them just being a break between long swathes of dialogue. I liked the dialogue, it was the best part of the game, but it would've been nice to see the two properly meshed together.
This game has a lot of things going for it - interesting worldbuilding and a really sweet story that caused me to really get invested in the characters. With the exception of the final scene between Daniel and Eames I thought it handled the depictions of suicide really well. My main complaints are not with the story, but with the actual mechanics.
First off, I'm a little wary of anything that uses AI art. I think the publishers should've made it clear from the beginning, rather than the players finding that out while playing. Secondly, there wasn't a way to save or pause during certain points, which was frustrating. Finally, I felt more could've been done to incorporate the cleaning sections into the game, rather than them just being a break between long swathes of dialogue. I liked the dialogue, it was the best part of the game, but it would've been nice to see the two properly meshed together.