Everybody's Gone to the Rapture
Welcome back fellow Steemians, it's that time of the week again, time for your weekly game review fix.
This last week I stumbled upon on a rather epic indie game, what I mean is this is definitely not one of your more main stream games I usually review. This is also a pretty short game but it was an amazing mysterious adventure, with a great story for game that looks very simplistic when you start. Everybody’s Gone to the Rapture transported me to one of the most detailed world's I have experienced in ages, it really feels lived in and the scenes are gorgeous.
This is one of those games where the bread and butter of the game is the story. The developers have used very effective storytelling techniques to tell the tale of a quiet English village whose inhabitants suddenly begin to disappear into swirls of light. What I really loved about this game is how you never exactly know what is going on, my theories of what had transpired keep evolving as you progress in the game. I found myself constantly jumping between the different reason this could have happened, was this event rooted in religious, alien, or human-caused reasons.
Our story is set in 1984, in a fictional English village named Yaughton in Shropshire, England, that has been completely deserted.
The player only has one main objective, and that is to explore and try to discover how and why everyone has disappeared. There are these mysterious floating orbs of light that swim around in the air and they lead you to scenes made up of other human-shaped lights, which re-enact previously occurring events that have happened in the past. Following these orbs you will find evidence from all the different scenes throughout the village, as well as telephones and radios that you are able to replay conversations and recordings, that little by little fill in the blanks as to what has happened. For example, when you approach a radio or telephone which act kind of like an audio diary, you’ll begin to hear soft humming and static. While game never goes as far as to hold your hand, it does however take steps to make sure you’re never too lost in its world.
There are five main areas in the game, each of which all revolve around a different character and dicovering what happened to them.
The main protagonists being Dr Katherine Collins and her husband Stephen Appleton both scientists who work at the local observatory. During their work, Kate and Stephen encounter a strange pattern of lights in the night sky which they come to believe is an unknown form of life. They observe the pattern infecting and sometimes killing other lifeforms such as birds and cows and most of the animals roaming around the valley before eventually starting to spreading to humans inhabitants. The two scientist believe that these lights are somehow also trying to communicate with humans, but are inadvertently also causing unintended harm. Kate ends up locking herself in the observatory attempting to communicate with the lights, while Stephen becomes convinced that the light patterns might be a deadly threat capable of destroying the entire human race.
"This is Doctor Katherine Collins. I don't know if anyone will ever hear this. It's over. I'm the only one left." - Katherine Collins
The game mechanics of Everybody's Gone to the Rapture are as basic as they come, apart from moving around the world, the only other means of interaction is just one button.
Everywhere you explore you will find the floating lights bubbles that give you further clues as to where to go and also shows you a brief moment in time from before the apocalyptic event happened. The game was rather slow for the first half of the game for me, until I discovered there actually was a way to sprint as opposed to slowly walking. Like I said you need to figure everything out for yourself, very little direction is given as to what you need to do. I very much love this kind of take on games, where everything is a puzzle including even just how to play. All in all this is a great game, with a wonderful take on a mysterious adventure, it's only about five hours long and are filled with some really great exploration, discovery, and memorable moments. The game is all about story and you will be immersed into a beautiful world filled with mystery.
Everybody's Gone to the Rapture is a first-person adventure art video game developed by The Chinese Room.
They were also responsible for the 2012 game Dear Esther as well us one or two unknown games. It is a story-based game, taking place in a small English village whose inhabitants have mysteriously disappeared. This game is considered a spiritual successor to Dear Esther, which now really makes me want to play it tho get the entire story. It was published by Sony Computer Entertainment and released exclusively for the PlayStation 4. The game was later released for Windows around 8 months after initial release. I'm sure you will be able to find this game for super cheap online or at you local game store.
I give Everybody's Gone to the Rapture a rating of 7/10
In case you missed it, here is the previous game review
Thanks for popping in, hope you liked the post. Please leave me your thoughts and or opinions in the comments below, have a beautiful day.
Game review for ADSactly by MorkRock
necessarily reflect the official policy or position of ADSactly
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The first thing that inevitably catches your eye when you run Everybody's Gone to the Rapture is a stunning visual component. The world here is made so beautiful that you want to quickly examine every corner of it! What is surprising is not so much the quality of the textures or the number of polygons (which many modern projects abound with), but many details in the design of locations from which the surrounding space looks extremely realistic. Coffee spilled on the table, cigarette stub in the ashtray, rust on the car, peeling paint. And when it suddenly starts to rain on the screen, you are amazed at how accurately the smoke or droplets on the hood of the car are transmitted.
Yet I was disappointed when, having reached the final, I did not wait for either unexpected plot twists, serious revelations, or even a clear explanation of the events that occurred. All the mystery and fantastic component of the game serves only to justify the opportunity to show us fragments from the lives of key characters. Focusing on the characters and relationships of people, revealing their images in a series of small scenes, the authors have left without proper attention to the main storyline. Deprived of proper development and serious drama, she, in fact, devalued the player's desire to move on and turned Everybody's Gone to the Rapture into just a set of death stories.
It reads and it looks great this game! Just with that entry: "It's over. I'm the only one left," opens up a world of possibilities. I particularly like games where there are clues, riddles, and people discover things; and especially because I don't have to use any weapons or improvised explosives. The problem with them is that they may be unattractive soon. I don't think that's the case because you talk about how you can even discover how to play differently in those 5 hours the game lasts. I was curious! I'm going to look for it! Thanks for the recommendation, @morkrock!
Everybody's Gone to the Rapture is an interesting experience. Instead of presenting characters modeled at will, The Chinese Room chooses silhouettes can not be more vague. Where some would see laziness on the part of developers, it is obvious that this choice is made to let the player represent himself the various protagonists of history, with the few clues disseminated sparingly, which of course the voice. Because each dialogue rests entirely on these last ones. Brilliantly interpreted, they never work thanks to very fair actors. Without them, Everybody's Gone to the Rapture would be empty. The game is, indeed, to advise those who are looking for a scenario before a gameplay, because there is no interaction, if not forward, watch and listen.
My worry is it'll be too much like Proteus, which is a nice world, but with almost nothing, and nothing fun, to do. Almost like the game developers built the world and were going to add gameplay later, but then were like, ah, screw it, this is enough. For me, it wasn't. But maybe Rapture will connect with me in some way, even if only the story and soundtrack.
There are trails you can finish the amusement, and The Chinese Room has been greatly shrewd about how these function. Past after unusual lights you'll wind up pulled in by a scope of sound signals. A ringing telephone or the sound of chimes may pull you the correct way. A popping commotion with clues of discourse will drag you again into some situation. It's where you feel coordinated as opposed to set on rails, and keeping in mind that Everybody's Gone to the Rapture puts a few constraints on your investigation, regardless you're allowed to wander and find to a substantial degree.
Some you can discover in any request, simply through meandering the Yaughton valley. Others just trigger once you've activated different groupings, and here the way and request that you do things appears – and it's difficult to make certain precisely what's happening here – vital. It isn't so much that one player will have an altogether unique affair of Everybody's Gone to the Rapture than another, yet each experience will feel extraordinary and give you diverse data and an alternate inclination on the story, even as every prompt a similar end.
It's an exceptionally English sort of end times; one that happens absent much whine or evident viciousness or shouting in a calm Shropshire valley in the mid-1980s. There might be odd signs that not all things are correct, but rather this is an end of the world where the unfortunate casualties seem to have discreetly vanished, leaving a radio blasting in the garden, entryways opened, a van left open in favor of the street. By taking motivation from an extremely British vein of science fiction, and most particularly the fifties books of John Wyndham, the group at The Chinese Room have made a dystopian diversion not at all like some other, as bolted into a place and time as Kubrick's 2001, the Quatermass motion pictures or Tarkovsky's movies of Solaris and Stalker.
It's a generally short four to five-hour amusement, and I'm not 100% beyond any doubt that Everybody's Gone to the Rapture dependably hits its objectives, or that the story achieves the statures of ponder and feeling that it's pushing for. It's great, yet in case you're searching for 'end of Bioshock Infinite' levels of disclosure, you probably won't discover them here. However I am 100% certain that it's a captivating diversion, and that there's something in its weird, scary, despairing environment that merits encountering – and worth encountering more than once. You will miss a few things in your first play through, and the second will uncover new points of interest that change the manner in which you see things.
That doesn't imply that either is unsurprising or straight. This is a story-drove amusement in the style of The Chinese Room's prior Dear Esther or Fullbright's Gone Home, yet it's one where you set up the story together piece by piece, discovering bits in bafflingly tenacious telephone calls and radio communicates, or in recreated scenes happened by phantoms framed from gleaming trails of light.
In all honesty, the less you know going in, the better. The most intelligent thing you could do right currently is buy and download the amusement, play it, at that point return and read the rest. Regardless, we'll keep things as without spoiler as humanly conceivable on the grounds that, in Everybody's Gone to the Rapture, the diversion and the account are vague from one another.
I want to like this game, but the main point of the game is the story and I feel like it fell apart at the end. It didn't leave me satisfied; it left me feeling slight confused, but mostly frustrated. Yes, the atmosphere and music was beautiful, and that makes me only more disappointed because they had an excellent set-up and yet it feels like they got bored with the main plot, slowly giving it less care and trying to end it wherever they could. Spoiler alert: Basically they build three hours of talking, walking, characters, and story for just: "Go into the light."
Without a doubt, it's neither a spine chiller nor a stunner, and some will locate its purposeful pace exhausting or disclose to you that it's amazingly, one more over-evaluated, grandiose 'notgame' flop.
Try not to tune in. In case you're in the state of mind for something peculiar, innovative, intriguing and unmistakable, at that point Everybody's Gone to the Rapture is a brilliantly abnormal bit of fiction.
Similarly as with The Astronaut's The Vanishing of Ethan Carter, a great deal of time and exertion has gone into making Yaughton and its environs a place worth investigating.
The scene in Everybody's Gone to the Rapture is just as delightful as The Vanishing's, yet it's quite a lot more similar and point by point, reviving the sights, sounds and surfaces of an England that itself vanished years prior.
Great. As I am reading this post. It seems I should not stop reading it. It must really be a good and interesting game
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Aha!... today's game review is not my type of game, lol.. but its my business, however you have done a review on it for others who may like it... I will look forward to another weekend game review from you.
However this one sounds quite interesting too. Cheers.
nicely explained @adsactly
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There are very interesting and interesting video games. I've said before that I admire people who can spend hours playing, and if we add to this that we can learn, then it's not wasted time. This game looks great. It will be necessary to look for it to know more about him. Excellent recommendation, @morkrock.
It's an extremely English sort of end of the world; one that happens absent much complain or evident brutality or shouting in a calm Shropshire valley in the mid-1980s. There might be odd signs that not all things are correct, but rather this is an end of the world where the exploited people seem to have unobtrusively vanished, leaving a radio booming in the garden, entryways opened, a van left open in favor of the street. By taking motivation from an exceptionally British vein of science fiction, and most particularly the fifties books of John Wyndham, the group at The Chinese Room have made a dystopian amusement dissimilar to some other, as bolted into a place and period as Kubrick's 2001, the Quatermass motion pictures or Tarkovsky's movies of Solaris and Stalker.
Run it through a translator and post it right back? Nope. Not this time. FLAG.