Reviews from

in the past


A fun little change from the usual online co-op game. Completing this relies on clear verbal communication: hilarity ensues but, more surprisingly, there's room for some stressful scenarios that veer fully into horror - yes I'm talking about YOU, haunted theatre!

Eles sabiam o que estavam fazendo ao criar tantos símbolos parecidos com uma piroca
- diante de insígnias que portam uma associação tão clara, todavia ainda imersas em ambiguidade diante da variação de pirocas presentes, os jogadores se vêem forçados à trabalhar melhor sua comunicação, a fim de esclarescer se estão falando da piroca simplista, da piroca convexa, ou, da minha favorita, a piroca com bolas.

We Were Here sets a strong foundation for an asymmetrical, co-op game. Puzzle-solvin' usually boils down to "communicating something to the other player" - the difficulty (and fun) comes from this. The only truly "difficult" moments come when the game decides to break: For the both of us, the more "grander" puzzles broke down halfway through, fillin' us with frustration. Nearing the end, the walkie-talkie mechanic - while fundamental and unique in its function - ended up being a subject of frustration for both of us.

"Janky, but charming" is a good way to describe this game. While it is free and I definitely enjoyed my time with it, beware that this game's controls are a bit finicky and bugs are prone to happen.

this game makes me so furious on so many levels it's insane

all puzzles are so badly designed in a way that just makes you mad and question the devs decisions. some are really buggy and directionless, the other unnecessarily complicated and too confusing. the last puzzle didn't even save and removed like 1 hour of our progress. still wondering how exactly do the walkie talkies work.


Esse jogo foi uma maluquice, jogando as 3 da manhã com um bom amigo, muitos surtos e gritos, e um final inesperado
sem conta o maior susto da minha vida jogando como explorado, e pensa que não foi em um jogo necessariamente de terror, que jogasso cara

The biggest puzzle was figuring out how to use the walkie talkies

(we did not figure out how to use the walkie talkies)

MALDITAS MANIVELAS

Pra um jogo grátis leve co-op de puzzle ele até que é bom. Mas eu tive alguns bugs bem chatos que atrapalharam um pouco. Mesmo assim é legal jogar com alguém.

@Calabi

Played this game with my friend Stephen and we had a great time. The puzzles were fun and engaging, albeit one was a little frustrating.

This kind of game is my bread and butter and we plan on playing the other games as well.

"...How do you know you're freezing to death?"

went in hoping for a fun puzzle game, came out with a spooky puzzle game

played with my girlfriend. she got so scared and mad at me

Divertido de se jogar com algum amigo, no meu caso com meu primo kkkk.

This game is easily the best free enigma game I've played.

Será que eles estavam aqui?

" Drake? " crackle
" What? " crackle
" Where's door hole? " crackle

girlfriend so good at puzzles im just a dumbass and ruined everything repeatedly

The concept of We Were Here is quite fun! Communication is key in this game, as you cannot see the perspective of your partner.

Puzzles were quite mundane, nothing too incredible. I liked that the puzzles changed per game. However, having to do the same puzzle due to poor checkpoint placement made it feel annoying.

The controls of this game were quite unintuitive, but nothing a little figuring out can't fix.

The performance of the game was actually fine for a free game!


We Were Stupid while playing We Were Here

Fun idea for a co-op puzzler, but this was frustrating for me! It's sort of one kind of puzzle over and over but told in different ways and you need to find a friend that clicks with your way of describing things or this will be an exercise in frustration. I just didn't vibe with it too much, but for free you could do a lot worse.

team building exercise but fun and also video game

We Were Here is an asymmetric co-op puzzle game, if you don't know what those are, it's the idea that two (or more) players experience different gameplay and environments, but usually one player has information relevant to the other to progress on their end; the main punch of these games is the heavy emphasis on verbal communication more than anything. The most popular example of this is Keep Talking and Nobody Explodes, where one (or more) player(s) conveys a manual about defusing bombs to the bomb technician.

"Lost in a frozen wasteland and split up from your partner inside an abandoned castle, the only possession you have left is a walkie-talkie with a familiar voice on the other end. Can the two of you find your way out in time?" Let's talk about the walkie-talkie for a moment; if you're unfamiliar, a walkie-talkie typically only allows one-directional communication, the ends must take turns relaying to each other. For most of this game's run this was fine, but there's a puzzle later that's a nightmare to do since it's on a timer and you need to relay 7 different steps to your partner, and doing so over just the walkie-talkie and waiting for confirmation is annoying since the person relaying cannot pause the (minor spoiler but not really) reel to show each step, making it play back in real-time and having to replay the reel over and over again, or otherwise pray your partner has literally perfect hearing. It's definitely the weakest puzzle in the game that teeters over the edge into just plain bad imo.

The last puzzle is a little bit of a headscratcher until you realize the doors here are unlocked, which is unusual since every door prior has been locked; after that the steps to proceed are fairly straight forward. There's also a puzzle immediately preceeding this where one has to read back text, but the font used, lighting and size made this incredibly difficult for me to make out even on a 4k display.

The game ends kind of abruptly and on a whimper, we felt like there was another puzzle or two and that it'd been building up to something, and then the game just kind of ends.

Overall though, it's free, and I still mostly had fun playing with Nowhere, so I can't totally bash it in; I'm curious to see if they ever remedied these complaints but judging by steam review average I'm guessing no. I still highly recommend these sorts of games for anyone wanting a more truly co-op experience particularly for two people.

As a concept it is interesting, the location in which it is set has a certain atmosphere that personally really drew me in. It has one player take the role of a librarian - A guide that uses the various tools they have in their zones to guide the explorer to solve the puzzles

I rate this game so low because it is a very convoluted mess where things don't work out the way they are addressed to you in ways that are very intuitive and quick to pick up on. A key example of this is the theatre scene where the librarian has to guide the explorer to move props on stage to build the various scenes the narrator tries to spell out but unfortunately, none of the information makes sense. Hence, you find yourself scrambling to figure it out and you probably won't without dying a few times. It's also pretty buggy, my friend somehow moved more than one lever at once which made building the scenes janky.

I however give it some bonus points because of the chess section where I loved guiding my friend who is terrible at the game how to do a scholar mate and it was very funny to do that.

slc meus amigo com microfone da multilaser e esse efeito de rádio aí n entendi NADA

I have a vague memory of playing this with a friend ONCE and then never again.

It was mildly creepy, nothing scary ever happened cuz we barely played, but it was...uh...Neat? I guess?

4 stars for good measure, want to actually give it a shot one day.

Very cool two player game with a heavy focus through its ingame walkie talkie. Definitely a fun experience, and this first installment is free! Really no excuse not to give it a whirl with your favourite friend.

The issue that drags the score down for me is how buggy and sporadic the ingame voice is with working. We had a 25% success rate with it and in the end decided to use push-to-talk on discord to emulate it.


This review contains spoilers

Spoilers only at the very end of the review

What can I say guys? After playing Tick Tock: A Tale for Two, I have been bitten by the standing co-op bug! You can read my review here (https://www.backloggd.com/u/RedBackLoggd/review/484860/), but to sum it up, standing co-op is a term I coined to refer to cooperative titles which encourage local interfacing. While akin to split-screen and online multiplayer, they are ultimately distinct given that each player is, one, using their own device, and two, still maintaining adjacent communication.

In searching for another to try with my brother, I came across a franchise widely regarded by indie fans as under the radar. Titled “We Were Here,” the eponymous first entry is a puzzle adventure focused on two associates working in tandem to escape from a location. And at a $0.00 asking price, who could turn down the opportunity to give it a shot?

Well, after playing through it, I gotta say that, if you have a willing partner, it is mostly worth your time, save some downsides. But before getting into all that, I first gotta commend developer Total Mayhem Games for actually making their world shared- that is, instead of releasing two different versions of the game to give off the illusion of action/reaction ala the way Tick Tock did, players here are instead put into dedicated servers where their interactions are tied together. When you die, the other restarts; when you have a problem, the other has the solution. It works smoothly, and I’m surprised this matchmaking-esque design hasn’t caught on more.

The story isn’t anything more than what I divulged earlier. A frame-by-frame cutscene at the beginning shows your two scallywags entering a castle to escape a blizzard raging outside. I suppose more could have been done in terms of giving the citadel lore; perhaps throw-in some pieces of stationary with anecdotes about events that transpired inside prior to the fort’s abandonment. But the creators clearly wanted to focus on the gameplay, and I have no problem with them foregoing a narrative (although the ending does make me wonder if more was originally intended+).

Those cutscenes are conceived in a style that brought to mind the works of Caspar David Friedrich. However, as there are only two of them, the majority of your visuals come from the decadent stronghold around you, which, admittedly, does look a bit outdated given the 2017 release date. I know I shouldn’t be ragging too hard on a free release, however I couldn’t help but be reminded of RuneScape 3, which is saying something since We Were Here came out in the same generation as the Xbox One.

Like RS3, though, We Were Here makes up for these aesthetic downsides with a heavy atmosphere. Foreboding Keeps have been a staple of fiction since romanticizations of the Medieval Times, and Total Mayhem contributes yet another solid slice with its stonic masonry, eerie torches, wrought iron gates, and desaturated shading. If you’re an enthusiast of Dark Age fantasy, you’ll find yourself at home here, no matter the relative simplicity of the ashlar.

Music is sufficient. The OST dips into moodiness to make-up for the lack of tangible threats oppressing you, though it’s mostly a single track strung on a loop.

SFX is unfortunately minimal. If you had any hopes of hearing echoes down imposing corridors, the subdued howl of the adjacent tempest, or perhaps even the distant growl of a dragon, you’ll be out of luck. Sound is purely programmed for things you interact with, nothing more, nothing less.

And with no voice acting, we come to the gameplay, which is fairly straightforward. You start off by picking a role: either the Explorer or the Librarian. While both have their own puzzles to solve, the Librarian is generally going to be conducting rapid research, using sources of knowledge at their disposal to help get the Explorer out of scrapes. However, that relationship works the other way- the Explorer will come across information necessary for the Librarian to bypass their own obstacles, and good correspondence is vital to succeeding.

Interestingly enough, We Were Here provides its own in-game communication system via walkie talkies you can activate at the click of a button. I guess it’s kind of cool, but given the numerous external methods of instantaneously conversing that we have at our disposal (Discord, Messenger, Skype, etc…), I don’t see many people using it minus those few folks eager to play with a stranger.

This is a real-time game, meaning you often need to act fast to get past death traps disguised as innocent enigmas. Failing resets everything from adjacent checkpoints, hence why you want to make sure your bandwidth is solid.

With a short runtime, nothing overstays its welcome minus one elongated puzzle involving the Explorer having to pull levers in a specific order to circumvent metal ingresses. It sounds simple enough, but the problem is it takes place on an overly-large floor with multiple levels. And to top it all off, the Librarian is the one given the map! Yeah, try beating that without looking up the answer key, I dare you.

Overall, though, We Were Here is definitely a fun entrypoint into a genre that deserves more love. If you’re a gamer surrounded by gamers, it shouldn’t be hard to convince one of your pals to give it a try- not only is it pretty fun, but it’s free of charge!
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+The ending has one of you abandoning the other, with the last scene featuring the escapee reflecting on whether or not they made the right decision. I was a little confused by this as it was clear that the reason the pair even entered the castle was to avoid the cold, only now you’re telling me that that scheme has flipped? It seemed like there was more originally planned to the entrapments you encountered than met the eye. The opening hints that a shadowy figure is watching from nearby; perhaps he was meant to be a malicious presence who came into the concrete abode, frightening you guys and justifying the last-minute ditching?

Who knows.

Fun puzzle game to play that focuses on communication. You can't see what your partner is seeing and thus you need to communicate with them to solve the puzzles. It's a cool concept. Even though I didn't do this it's cool that you can play this game online with strangers and talk through the walkie-talkie.

This review contains spoilers

It's alright? It's very very short, but can't complain too much about that as its free, but the game in general feels very lacking in polish.

As for the puzzles; mostly fun, but there were more than a few sticking points here and there where the game felt more irritating than fun. We got stuck for ages on the chess room just because it wasn't at all clear how to operate the projector, and I still don't really understand why the castle was needed for some of the solutions in the theatre room.

Other than that, the puzzles mostly depended on the classic 'weird symbols are hard to describe' thing, which is a perfectly fine thing for a co-op puzzle game to do, but this first edition in the series felt a bit lacking in the more esoteric puzzles I enjoy much more.

As an asymmetrical escape room, there is a good concept here. I just wish it didn't control this poorly. And look this ugly. Very short game. I got it when the price was right...free. I would stay away from this game unless both players really understand game systems and escape rooms. This is not one to play with your s.o. who doesn't play games.