![]() The soundscape is sparse, but appropriate. ![]() Same with the splash screens symbolizing the different means of travel. There is a lot of towns you can visit during your travels: Every city I ever heard of and quite a few I never heard of are here, all of them with their unique splash screens and stories, but while the art style is striking and different, the vistas aren't exactly breathtaking, and while every scene is filled with lots of little details, over time the different cities start to blend into each other. There is a little challenge in planning the trip, because you' always have to keep the time limit in mind and procuring funds is an issue that actually has to be addressed now and then, but you have to want it pretty bad to actually fail the game. And over it all the famous challenge: make it across the world in 90 days. It’s main gameplay loop is quite simple: depart from a city, read the novella occurring during travel, arrive at the next city, read the short story occurring in that city, procure funds via the market or the bank, plan your next trip, take it. But it requires a bit of patience to get from one pearl to the next.Īt its core, 80 days is a collection of vignettes and novellas, wrapped into the bare bones of the plot of the well-known Jules Verne novel, with the steampunk elements and colonialism criticism dialed up to eleven. If you don't like story driven games, you won't like '80 Days'.Īnd if you do like story driven games, you better be prepared for countless replays.Ĩ0 Days is a string of pearls. If it was a hardcore action game I could deal with an abrupt story end.īut '80 Days' ends up feeling like you were halfway through a book, when suddenly someone ripped up the last 3 chapters. but no walkthrough mentions them, not all start seeds have them, and there's no hint of how to bring the tale to the surface. I've found other subplots which I'm fairly sure have a deeper storyline. How could you not realise that to finish the Mongolian plot you needed to travel between two particular cities in South America, in order to meet someone who'd never previously been mentioned? And that's far from the worst example. If at any point you fail to go to the right city, or choose the right conversational option, your fascinating story comes to an abrupt halt. Plot hooks and conversational links are so obscure that you'll either need hundreds of playthroughs or a walkthrough guide. But with no save system, you cannot explore the "What ifs?" of your current story. I agree with most of the positive reviews but, as someone who likes to explore a game's story, '80 Days' deeply frustrated me.īy force quitting the game prior to ending a conversation, it is possible to replay the most recent conversation. ![]()
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