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The Red Strings Club is a cyberpunk narrative experience about fate and happiness featuring the extensive use of pottery, bartending and impersonating people on the phone to take down a corporate conspiracy. The professed altruistic corporation Supercontinent Ltd is on the verge of releasing Social Psyche Welfare: a system that will eliminate depression, anger and fear from society. However, the bartender of a clandestine club and a freelance hacker dont regard this evolution as an improvement but as brainwashing. Alongside unwitting company employees and a rogue empathy android, the duo will pull all the strings they can to bring down this scheme.
Do you remember the feeling when the teacher asks you something in class and you only know the answer vaguely? It's hit and miss? If you're right, you feel shy, if you don't answer correctly, is it frustrating?br>
Well, that's what... you'll see in this game in my oponion. br>
Red Strings Club really has a unique approach to storytelling. You, a bartender, set the mood for those who seek refuge in your bar by making drinks tailored to a particular trait. Depending on the character trait you 'activate', you will get a different answer to your question. Sometimes the answer you'd hoped for and sometimes not if you haven't set the right mood. Although the idea is great and not too similar to what 'VA11 HALL A' does, it is sometimes a bit frustrating. The game lives from being vague in its possibilities, but sometimes too vague. Sometimes you have very little to do and you have to draw conclusions about what is available to you. You felt that the development of the game did not follow the 'good path', because my chances of doing the right thing were comparable to throwing the dice. The story itself was fascinating and gave much more thoughts and considerations than anything else in this genre imho. br>
>>However, the gameplay itself and the way you interact in the game, where there is a little bit of a disappointment, I do not enjoy 'play' the game, I would rather have just heard what it had to say. On the other hand, it was just clear enough not to be confusing, that's something many games with a similar approach to storytelling don't do right. It's definitely a game you can play multiple times, which compensates for the short playing time. I just finished the game in just about 2 hours (while at one point due to what I would consider a UI problem for about 20 minutes). If you value a philosophical story, well-written dialogues and are able to look over mistakes in gameplay, I would recommend this game. If you really want a 'game', then leave that out and have a look at a complete solution.
(Reviews might be translated for user convenience)