Reviews from

in the past


Played this on Netflix which is the most insane sentence ever but uhhh yeah it was decent. cool puzzles but I dislike intentional vagueness in stories

A few interesting environmental puzzles, but they're crushed under the weight of heavy-handed metaphor. The mixture of weepiness and cynicism almost reminded me of Photopia, except that Alley in Photopia was a happy kid, loved by her friends and family. The protagonist of The Almost Gone', by comparison, apparently never managed to eke out a moment's joy in her miserable existence--which makes it proportionally difficult to care about her untimely death. Early on, I examined a shattered plate on the ground, only for her to remark that she knows how it feels. She continued to make similarly one-note observations for almost the next hour before I simply gave up.

I like this style of gameplay. Exploring dioramas to solve puzzles is pretty intuitive and fun. But the story didn't capture my attention. It deals with some heavy topics, but only in a vague, distant sort of way, and there was no resolution. It just unexpectedly ends.

I liked the concept but the story gets a little jumbled in with so little information and such abstract visuals

Heavy story, with lots left to interpretation.
Nice point and click game that had very interesting puzzles.
I wish it had more of a resolution to the this story, but also... the fact that it doesnt really have an ending, leaves you this sense of emptiness, making you a witness of the sad stuff poor Emily, had to go through.


A very interesting diorama style puzzler where the narrative moves through important events that shaped a young woman’s life whilst something obviously terrible has happened or is at least happening.
Once you get used to what is being asked of you puzzle wise it’s straightforward enough to work out how to progress within each act and I never felt stuck for long.
The story is intriguing as you unearth the past of a family and you’ll come away wondering how much of an affect your own family had on you.

Indie de un par de horas que roza lo minimalista en lo artístico y lo tétrico en lo sonoro; de jugabilidad point and click en vista isométrica y con espacios muy delimitados. No creo que guste especialmente, pero está interesante para una tarde.

The Almost Gone has a really nice gameplay, the puzzles were just the right amount of difficulty to be fun to resolve without needing to rely on online soluces.

The storytelling started as really good, i always love a kinda cryptic, eerie psychological game, and i liked that the story was sprinkled through little details throughout the game. But the end was kinda anticlimatic, too cryptic for me. Iwould've liked if the game used his last chapter to give more information about the lore.

tl;dr good puzzle game, really good ambiance, a nice story telling at the start, but at the end i'm left hungry for more.

Aesthetically a very beautiful game, it really sets the ambieance, and I found the puzzles quite enjoyable. The story started off strong but definitely started to wane towards the middle half of the game, I pushed through to finish it but the end was not that rewarding.

Overall I think with better storytelling this could be a very enjoyable game and I would still look forward to new games from the devs in future!

The story wasn't super clear (or that good) but the actual gameplay was fun and some of the puzzles were very clever.

The story is pretty heavy. It is vague, yes, but somehow I'm okay with being left to wonder what really had happened. The mechanics of the game is easy, you just click around to read stories, find items and use them to solve puzzles, which lead you further down the fucked-up rabbit hole.

Poorly ported puzzler. Finished it, always close to quitting due to fiddly controls and repetitive, irrelevant gameplay. Far from being special and nothing worth playing.

Frio. Frio como os ventos gelados que assombram os atos desse jogo.
The Almost Gone tem um título curioso, uma história que deixa a interpretação em aberto, e um sentimento constante de desconforto crescente que se instala tão logo os primeiros minutos de jogo passam.

Em cinco atos, acompanhamos a história narrada através dos olhos de uma criança que, ao que tudo indica, está embarcando em uma viagem extrassensorial em busca do significado dela.
TAG se sustenta firmemente no seu enviromental storytelling e nisso ele não desaponta. Seja nos objetos interativos, seja no posicionamento dos puzzles, tudo que recebe destaque tem algum propósito narrativo ou de gameplay.
Apesar do aviso de que o jogo trata de temas sensíveis, há um certo cuidado em não ultrapassar a graficidade dos temas (abuso, morte, violência), com o jogo fazendo um bom uso da “perspectiva infantil” para atenuar as partes mais gráficas, sem que elas sumam do subtexto.

Embora isso não seja uma crítica, nem um elogio, TAG não parece se importar muito em “comentar” (na falta de melhor palavra) sobre os eventos do jogo.
Quando o jogador chega ao final do quinto ato, os créditos sobem e, dependendo do quanto terá prestado atenção, provavelmente vai ser com um gosto amargo causado pela realização do que de fato estávamos vendo.
Há muito espaço para interpretações, embora a mais otimista das que consegui pensar não me desviou do sentimento que imagino que outras pessoas podem ter.
O jogo é sombrio e ponto final.

Quanto ao gameplay propriamente dito, não há muito a comentar.
Estou falando de um puzzle game que se resume a clicar em objetos (frequentemente mal destacados) e descobrir pelas dicas contextuais como ele se encaixa em mantém a história andando.
A interface pode ser um pouco incômoda de manusear, mas acredito que isso seja apenas a herança mobile do jogo ficando evidente.

A perspectiva isométrica e a direção de arte em geral do jogo são visualmente agradáveis, mesmo considerando o tom sombrio das coisas.
A música, embora ajudem a manter o tom do jogo fluindo, realmente não me pegou como sendo grande coisa. Pra ser sincero, eu joguei o jogo inteiro com os fones longe de mim.

Em suma, The Almost Gone é uma experiência, que pode e certamente ressoa de maneira diferente com quem joga.
É curtinho, interessante e bem diferente do que normalmente vemos num puzzle game.
Dá uma chance!

creepy but with a cute aesthetic. there's no need to use the keyboard, you'll only have to click and hold throughout the puzzles

Aventura grafica-juego narrativo contado en dioramas con una historia post evento tragico que se pierde demasiado escondiendo items por el suelo y haciendo puzzles a veces algo obtusos, eso si, un arte precioso y una musica que acompaña de lujo las dos horitas que dura.

The diorama style is well done and allows hidden object gameplay to emerge while not being annoying. In fact, the visuals are striking and would be a joy to look at, if the game allowed joy at any point. The narrative continues to simmer on low heat but never changes pace or even advances, unchangingly squirming in a dark place. It shows you another depressing piece of the puzzle, the protagonist says 'oh hey that's depressing' and that continues until the end. It does not even try to make the slope steeper. Maybe that's the intended structure, but it does not work.

randomly played this and it was okay

The Almost Gone is a fucked up game. At first, the game gets off to a good start with a simple but not very easy balanced puzzle mechanics. Since the story is given piece by piece, each chapter gets more damned but you can't grasp the whole event. In the last chapter, you solve the last puzzle by combining the story in your head. Then you stare at the screen with your blood frozen and scream FUCK. I swear this game is like a fucking Gremlin.

The puzzles are pretty solid, maybe a little too easy. The story feels extremely disjointed and a little too heavy handed at times though. The vague downer ending doesn't really seem to help things either. I appreciate what the devs were trying to do, but more depth and detail in the story would have really enriched the experience.

The devs were trying to tell a great story, but it was unfortunately marred by bad storytelling, obtuse puzzles and terrible navigation.