IN A WORD: COMPELLING
IN A NUTSHELL:
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WHAT TO EXPECT: Detective adventure game. Isometric presentation. Cyberpunk Setting. Wide range of well-crafted locations. Good variety of crafted NPC individuals. Scripted, linear but self-deterministic story with arcs. Point & click style interaction system with some depth. Minimal character creation. Unrestrictive clue and deduction system. Occupational skill system for additional interaction options. Forgiving design generates some replayability. Made with no soft-caps. Text heavy, requires lots of reading. Extensive Codex feature full of important game data. No combat system. Single-player.
ACHIEVEMENTS: STORY AND QUEST BASED. WILL LIKELY REQUIRE AT LEAST TWO PLAYS.
STATUS: RECENTLY RELEASED. STILL BEING SUPPORTED
WHO FOR/WHEN TO BUY: ADVENTURE/CYBERPUNK FANS. ALREADY A GOOD PRICE. A SMALL SALE IS SHOULD SWEETEN THE DEAL.
More info below....
https://steamcommunity.com/sharedfiles/filedetails/?id=2625324205
THE LOWDOWN:
Gamedec (Gd). A single-player detective adventure game with a heavily scripted story coursing through its veins. Set in a cyberpunk-themed world of the future. Where technology has advanced to create virtual realms akin to MMOs melded with virtual reality on powerful steroids. Allowing people to fully immerse themselves and live an existence within these artificial environments.
The game delivers a point and click experience with isometric presentation. Similar to games made using the Infinity engine. A style that should be familiar to fans of Baldur's Gate and Planescape Torment. These worlds are replete with individuals hiding behind masks of 1s and 0s. Causing and perpetrating their own set of problems and crimes. Inhabitants lucky enough to possess the funds can hire professional detectives or Gamedecs; to track down these malefactors to discover and solve the shenanigans they are up to. After some brief character creation the story begins.
Players take on the role of a Gamedec. A detective that lives in the real world but specialises in solving cases in virtual ones. Operating from an apartment that acts like a hub, players take on a string of cases. Sleuthing for a succession of clues to help uncover their version of the truth. Sometimes even having to take leads into the real world in the pursuit of finding resolution.
Gameplay centres on following a self-deterministic story with a fair number of possible arcs. Full of intrigue, suspense and mystery. Requiring the character visit a multitude of locations. Highlighting cursors to interact with critical constructs. Be they avatar, real-world dweller or object. An Interaction System allows for action or dialogue to be conducted. Items picked up. Tasks attempted. Through dialogue new quests can be gained. Even some abstracted combat can take place. It is a system where choices matter. It is the only game mechanic by which critical leads can be discovered. Leads provide clues. Clues allow for deductions. Deductions lock story arcs in place. Thereby affecting the experience of the current playthrough.
https://steamcommunity.com/sharedfiles/filedetails/?id=2625327189
THE GOOD:
+ An impressive array of high-quality cyberpunk inspired locations and scenes with some atmospheric audio.
+ Beautifully rendered visuals.
+ An interesting and engaging story of mystery, intrigue and suspense. With some deduction based arcs.
+ An interaction system with some flexibility and depth of choice.
+ Designed to have no soft-caps.
+ Choices matter only in terms of how the story plays out. There is no right or wrong. Just a story with several possible arcs.
+ Interactive jousts bring some urgency to a few NPC interactions.
THE BAD:
- No open or semi-open world. Linear play.
- Lack enough audio to really increase the ambience to strengthen each scene.
- Needs latest drivers for GTX970 owners. Which may have caused a few CTDs when alt-tabbing and reloading a few saves.
- Saving and reloading on the Harvest Time VW gave me extra pumpkins and loot-boxes. Though I'm not sure why I'm marking this as a negative.
AND THE REST:
* No dedicated combat system.
* Story experience designed with some replayability in mind.
* Some backtracking required. Kept to a minimum through concentrated locations.
* Adult themes, lots of profanity but nudity has been censored.
https://steamcommunity.com/sharedfiles/filedetails/?id=2625328018
ANALYSIS:
Gd proved to be a very enjoyable experience. A well made game with an abundance of quality. Its mix of detective mystery and point-and-click adventure style proved an interesting concept. As someone who hasn't enjoyed many point-and-click adventures in the past, I was pleasantly surprised with its use of isometric presentation. A reminder of days spent playing Baldur's Gate and the like. I very much preferred this over any 2D visuals that could have been used otherwise.
The setting was a big draw for this fan of Cyberpunk games. At times feeling like a spiritual successor to Blade Runner. A point-and-click adventure game released in 1997 by Westwood Studios. A very good thing in my opinion. In some ways it possessed some of the feel of recent Shadowrun games but without the combat element. Though with graphics that were of a superior level than the first game of that series. By spreading the story locations over a number of virtual realms, it used a similar trick as used by George Lucas did in Starwars. Delivering an alternating sequence of colourful places, that were different and inviting to visit. Concentrating locations in each realm to a handful of screens limited any potential backtracking to a minimum.
The story possessed a good level of writing. Lean enough not to over-power the reader with too much alphabetty-sphaghetii. Proving engrossing to read. Engaging to experience. There was still a lot to read but it never felt overpowering. Keeping the amount of information to remember to manageable limits. Its adult subject-matter and variety of cases kept the experience interesting. Using the Gamedec as a conduit to link the cases for investigation gave the story a personal feel to it. Rather than being a series of sequential quests.
The core detective element felt pretty much nailed on. The system of deductions not only focused searching for missing clues but were loose enough to ensure that progression never really stalled. Something I was grateful for given my preclusion for missing obvious points of interest or not revisiting places or NPCs already interacted with. Something that had caused me frustration when playing previous game of this nature. Even fostering a desire to quit in those older point-and-click games. Here there was just a feeling of determination and an inevitable eventually that the story would progress without too much effort. The only tangible result being the feeling of cheating oneself by making a deduction without all of the facts. Something that may grate with perfectionists.
VERDICT:
For anyone who enjoys a game full of sci-fi, with cyberpunk vibes and a good ol' detective story, then Gamedec is definitely for them! It will appeal to fans of point-and-click adventure games and sleuthing games such as the Sherlock Holmes series. It will unlikely be something for anyone needing tactical combat or gamers who do not like to read.
FULL REVIEW:
For the full review in all its glorious detail, go off-Steam to:
https://turnbasedlovers.com/review/gamedec-tbl/
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