First, do no harm. From the award-winning team behind Thomas Was Alone and Subsurface Circular comes another experimental short, the next mutation in text-based adventure. In the middle of a world-ending pandemic, a group of scientists discover the galaxy has been watching.
The developers at Bithell Games, known for "Thomas Was Alone" and "Subsurface Circular", have crafted a text-based adventure that primarily revolves around dialogue and decision-making. Players take on the roles of various characters, including scientists, military personnel, and an alien visitor, as they navigate the moral and ethical dilemmas surrounding a global pandemic and first contact.
At the heart of the gameplay are the dialogue choices players make during conversations. Each response option can have a significant impact on the narrative and its outcomes. The game features a "Focus" system, which highlights certain words or phrases, allowing players to gain additional information or perspective by selecting them. Unlike the previous game, where players primarily assumed a single character, this title lets you shift between different perspectives, with each character's motivations and biases reflected in their available dialogue choices.
The game offers a high degree of branching narrative, with multiple possible endings depending on the choices made by the player. Reviewers noted that to unlock certain endings, players must complete a full replay, rather than just revisiting the final sequence, which can be both a pro and a con depending on personal preferences.
While "Subsurface Circular" featured more traditional puzzle-solving mechanics, this game has a much more limited focus on puzzles. It includes a lone "word game" puzzle and the use of character "Notes" to gather information, but the primary emphasis is on the dialogue interactions and decision-making.
Reviews for the gameplay have been positive, with many players praising the engaging dialogue, meaningful choices, and branching narrative structure. Some reviewers found the shifting perspectives between characters to be a bit jarring, but the ability to assume different roles and make decisions from various points of view was generally well-received. The limited puzzle elements were a point of contention for some players, who wished for more challenging or varied gameplay mechanics beyond the text-based interactions. However, many acknowledged that the focus on narrative and decision-making was the core strength of the experience.