Are abstract and vague stories enough in conveying a solid narrative? With recent exploration games relying on players to interpret and find clues, we look at To the Moon's story and how it manages to deliver an emotional, structured experience - something games like Gone Home can take a few hints from.
Rebellion's Atomfall is finally out! But what happens if you can't get your hands on it yet? Luckily, here are the top 8 games like Atomfall.
Kinda reminds me of miasmata also with how the navigation works. Not to miasmata's extent but definitely in the same vein
XBA says: Help an old man on his deathbed fulfill his unknown desire to go to the moon.
Clara from GL writes: At long last, the leaves are starting to turn brown, the temperature is starting to cool, the boots are starting to come out of storage, and the pumpkin spice lattes are in everyone’s hands. Fall is here and it’s not a moment too soon.
Thoroughly agree with this. To the Moon is one of the few games that has truly hit me emotionally. There is too much focus on creating inventive mechanics that many developers seem to forget to include an impactful story. It's one thing to feel satisfied by discovering information for yourself, but another one entirely to be emotionally engaged by everything you find.