Pedrox200
2018
TBD
Definitely one of the most ambitious Interactive Fiction/Cyoa books I've seen, especially for a mostly solo project, while still in it's earlier parts (only 2 episodes released out of a planned 15) the amount of reactivity to your choices is staggering, just the prologue has you choosing between 5 different races, 6 backgrounds, 4 skills and 3 masters that have reactivity, both minor and major through the entire story.
The world is also pretty distinctive, usually most high fantasy worlds just mesh together in my mind, but Wayfarer's main distinction is that magic is so common, everyone has it and knows how to use it to some degree, the rarity is that some people are born, not only unable to use any kind of magic, but also immune to it, this means just as a mage's fireball would have no effect on them, so would healing magic, and their presence near a magic item could disrupt its runes. In a world where magic is such a common day to day thing, their entire existence is affected, these people banded together and created a bounty hunter guild, both to deal with magical anomalies and to have a home for other Magiani people, called Wayfarers, You play as a member of the Wayfarers, during a time where the guild has been almost decimated, as you look for clues to learn what happened to the guild.
Even if this story is still in its beginning, i definitely recommend a read, the 2 released episodes already sum up to almost a million words(with the average playthrough of 100k+ words) and one read took me around 8 hours, according to the developer, the game's first act (Eps 1-3) will always be free
The world is also pretty distinctive, usually most high fantasy worlds just mesh together in my mind, but Wayfarer's main distinction is that magic is so common, everyone has it and knows how to use it to some degree, the rarity is that some people are born, not only unable to use any kind of magic, but also immune to it, this means just as a mage's fireball would have no effect on them, so would healing magic, and their presence near a magic item could disrupt its runes. In a world where magic is such a common day to day thing, their entire existence is affected, these people banded together and created a bounty hunter guild, both to deal with magical anomalies and to have a home for other Magiani people, called Wayfarers, You play as a member of the Wayfarers, during a time where the guild has been almost decimated, as you look for clues to learn what happened to the guild.
Even if this story is still in its beginning, i definitely recommend a read, the 2 released episodes already sum up to almost a million words(with the average playthrough of 100k+ words) and one read took me around 8 hours, according to the developer, the game's first act (Eps 1-3) will always be free
2001
“Change is inevitable—it comes for us all—but we must guide it by the hand like a lover or it will destroy everything we have wrought. Every one of our stories has a beginning and an end, but we Kindred are unique in that we have the enviable opportunity to start anew. Death and rebirth. What path will she tread in her next life, I wonder?”
Night Road’s biggest strength was also one if its weaknesses, it’s structure allowed for the exploration of many aspects of VTM, but it also meant it couldn’t dive too deep into one particular aspect.
Parliament of Knives goes the other way and chooses to focus mainly on the intrigue side of the World of Darkness, the court is the place where these powerful and immortal creatures of the night spend their time in petty schemes to overthrow one another, an endless cycle of corruption that keeps the Camarilla stagnant and rotting. Can there be change from the inside when the people at the top are hundreds of years more powerful than you? Is the Anarch’s violent path truly the only way to change? Maybe running away with someone you care about is more worth it, but for how long can you hide from immortal creatures?
In the end, no matter how much changes, it feels like everything is the same.
Night Road’s biggest strength was also one if its weaknesses, it’s structure allowed for the exploration of many aspects of VTM, but it also meant it couldn’t dive too deep into one particular aspect.
Parliament of Knives goes the other way and chooses to focus mainly on the intrigue side of the World of Darkness, the court is the place where these powerful and immortal creatures of the night spend their time in petty schemes to overthrow one another, an endless cycle of corruption that keeps the Camarilla stagnant and rotting. Can there be change from the inside when the people at the top are hundreds of years more powerful than you? Is the Anarch’s violent path truly the only way to change? Maybe running away with someone you care about is more worth it, but for how long can you hide from immortal creatures?
In the end, no matter how much changes, it feels like everything is the same.
2021
2019
2012
2016
The story is just as bland as the first game, but now with the protagonists being voiced, you can see small nuggets of character development(especially with Emily) that could have been good, had the game decided to focus more on story than gameplay.
And while we are talking about gameplay, the level design fucks hard, a total improvement over Dishonored 1, the Clockwork Mansion and Aramis Manor alone make this game worth playing.
And while we are talking about gameplay, the level design fucks hard, a total improvement over Dishonored 1, the Clockwork Mansion and Aramis Manor alone make this game worth playing.