Reviews from

in the past


similar vibes to jazzpunk, a sweet short game, everyone should play it once, the controlls were nice, also the story line was good too.

the kind of proof of concept game that despite being really shallow, i still enjoyed what i played

stampy played it 10 years ago and i cannot get it out my head

Perfect. Gaming needs more post modern short films. Truly broadened my view of where games would go when it came out.


recuerdo haber visto un video de este juego de Mangel Rogel

Me encanto y lo amo, es corto y sencillo, lo unico que se necesita para hacer una obra maestra como esta

Não sei o que sentir, só sentir.

Really cool!

I like how you can look around during cutscenes but only a bit. So it can still do like cinematography while still letting you observe your surroundings a bit.

Also I feel very seen by this being made on Id Tech 2 lol. I wish more game devs didn't immediately dismiss older engines as "obsolete". I messed around in unreal engine 3 for a bit a few days ago and I kinda like it's ui better than ue4???? and idk i think a game taking less of your computer resources is nice. Unfortunately the only ways people really use older engines is like "Woah so nostalgic!!!! "im Cumming!!!!!"

I slapped on the stampylongnose playthrough of this after finishing it for some reason and he called it a "First Person Viewer" which is a much better genre name than "Walking Simulator" imo. It's so funny he made that a 2 part lp. 2013 was a fucked up time.

gravity bone, which i discovered many years back from famous youtuber stampylongnose, is a short but sweet spy thriller. little bit on the indie artsy side, but it is still a very fun play, and a free one nevertheless so you don't waste any money on a very short and small play.

Imagine you're bored, waiting in line waiting for your number to be called so you can do your boring adult things and your phone's battery just died. You get a ticket with the ID of your procedure and some random number, you see the screen to check how many others are in line and now you're waiting, unable to do anything besides waiting. You observe the place, the people, read whatever text there is to read until there's nothing left to do. Naturally, you start to think. You begin picturing a specific scenario, while bouncing your leg or struggling to find a comfortable arm position, checking the screen with the numbers in line every now and then. Bored, you start thinking about a cool fictional scenario/story in your head. You think about some calm parts, you think about what could happen next, and then the consequences and the climax; That's pretty much what Gravity Bone feels like.
You could argue I just explained the process of how every story is made, but Gravity Bone just feels different. It starts very suddenly and out of nowhere, puts you right into the scenario and have you go through it, flowing with the wind.

It lets you know what you have to do and the objective, puts a few twists here and there, and the same way it starts it ends. Sudden. Interrupted. Unannounced. Almost as if you snapped out of it, as if they called your ticket ID.

kinda boring gameplay now a days if its what i remember but i think this was one of the first big indie games that inspired me to pick up learning 3d and wanting to make my own

Way too short but excellent vibes

Despite some iffy gameplay prior to the climax, Gravity Bone is a captivating venture into filmic possibilities for ludic experiences, where the cut can be a means of editing perspectives yet unseen (and now rarely seen) in the medium. The various film references here for the two contracts are cute while the game itself propels past pastiche toward a significant short fiction whose abstraction details lives and stories worth subjective introspection. Brendon Chung's advancements from this in Thirty Flights of Loving and Quadrilateral Cowboy do not undermine the still existing value of Gravity Bone.

Cool game I liked the ending sequence (was that the car blowing up scene from the godfather shown for like 2 seconds?!)
But the parkour bit was annoying