Skip to main content

Winter Vacation II: 80 Days

Another favorite game I've played both before and during my vacation this year is 80 Days. This is actually a phone/tablet port but I would never have known that from playing - the PC interface is clean, and I think they did add some content to take advantage of the available storage.

This game is just different and original. I could compare it to a "choose your own adventure" book but that doesn't do it justice. There is no combat system, but the choices are a not as simple as picking an option from a nested tree of lists, and include balancing your finances and your baggage space (more bags carry more stuff but can cost extra to carry on some transports and are just not allowed on others, especially the fastest and most experimental ones) as well as choosing both routes and what to do as events unfold in each city.

You play Passepartout, the valet, who really runs the expedition. The gentleman made his bet, but it's the gentleman's gentleman who does all the work, and when the gentleman does make a decision it's usually a complication for his poor valet's plans.

It's also an amazingly gentle game, though you may see plenty of descriptions of inhumane activity depending which cities you visit and which parts of them you explore. The game's world is steampunky (Verne-esque, of course) but the addition of those fantastic technologies to the boiling of what was already a planet full of change and reactions in the real world makes for a place worth visiting over and over to explore.

There is one enormous stupidity in the game, though, and it's nearly a game-killer for those of us with limited gaming time: Every time you start the game you must not just wait through un-interruptible credits screens (ugh) but also click through some extra set-up narrative, also un-skippable. It's an enormous discouragement to starting a game.

Worse, it's intentional! The game designers want to discourage players from restarting if they make a bad decision instead of seeing where the narrative might take them; that's a reasonable goal but punishing every player on every game start is the most asinine way to to it that I've ever seen. Did it ever occur to them to instead include a "quit" button and put in an explanatory "are you sure" dialog on it?

Comments

Popular posts from this blog

This article didn't quite change my life, but it was the most worthwhile thing I've read in a while

I like the games I like, and I'm no longer in the business of making games, so in many ways this article is not to my address. But it was still really worth my time to read carefully. It never gets anywhere near the stupid misogynistic pseudo-editorial "defense of games" crap that I'm not naming to avoid the still-raging humans pretending to be flamebots, and it comes from the opposite, and very constructive direction. And it quotes Tim Gunn more than once, in a very on-topic way. Tim Gunn is an awesome individual, even though I doubt he's ever been in the same room as a videogame for long. http://www.gamesindustry.biz/articles/2016-11-07-video-games-are-boring

The little-known game I'm anticipating almost as much as T:ToN

I backed a project called "A House of Many Doors" a while ago on Kickstarter, and it now has a "Coming Soon" store page on Steam. This only matters because, unlike the normal case where every KS update seems like a "don't forget us please" marketing spiel, the ones on this have been insights into the author's ideas for how the game will be different and why he is making it. The backer update that accompanied the announcement about the Steam page is a great example, and I think maybe other folks might find it as intriguing as I do: "Without going too much into spoiler territory, the way to advance the main quest is by exploration itself. You need to gather a resource called 'Apprehensions,' representing your knowledge of the House and all its secrets and oddities. You can collect Apprehensions by writing poetry, discovering new locations, or completing side-quests. (Why did I choose this design? Well, I was fed up of the thing you g...

This sounds pretty amazing, unique, and intriguing

This sounds really amazing - something like Eternal Darkness only not horrific, in that the game reaches out from the screen to interact with the player out of character. In ED that deepened the horror and provided comic relief simultaneously; this sounds like it might feel differently to different people but still very cool I don't need to repeat the RPS article, I'll just link to it. https://www.rockpapershotgun.com/2016/12/12/oneshot-review/