![]() Not everyone likes the gamedec or is willing to be forthcoming about what they know, and this tension is represented in some conversations by a simple bar that fills up depending on the questions you ask and the answers you give to their questions. Within each part of a case, a lot of your success will depend on how effectively you can navigate a conversation to get the information you want out of witnesses. You can guess the answer at any point, but it’s advisable that you take your time to collect as much information as possible to make an informed decision, as you can’t take back your deduction once you’ve locked it in-the story then advances and goes to the next segment of the case. Each case is broken up into a handful of segments where you’re attempting to answer a central question, and there are usually a few potential answers you can choose from for each question. Gameplay can be most likened to classic point-and-click adventure games, as each case revolves around you talking to NPCs, examining the environment, and slowly building a list of clues and important insights that you then use to deduce what happened. Narrative logic hiccups like this don’t necessarily ruin the experience, but they do occasionally take you out of it-the script feels like it could use some tightening. Perhaps an NPC responds with a statement that clearly wasn’t meant for what your character just said, or maybe they talk of a character or event that you haven’t discovered yet as if you have. One minor issue that we noticed here and there, is that sometimes it feels like the script hasn’t been written with player-driven choices in mind. It’s nothing revolutionary, and there isn’t anything here that’ll really blow you away, but we found ourselves enchanted by many of these stories. In a world where the lines between the real and the virtual are so blurred, there’s a lot of room for telling interesting tales Gamedec does a great job of fully taking advantage of its premise. Though a grander, overarching plot eventually comes into focus, each little narrative tackles fascinating topics like transhumanism in simple ways that leave each subplot feeling like it had something worthwhile to contribute to the experience as a whole. Those of you who enjoy short story anthologies (much like the source material this is based on) will find plenty to love here, then. All this is wrapped up in a player-driven narrative-the choices you make in your investigation influence its outcome, and there isn’t really any way to ‘lose’, even if you consistently fail to put all the important pieces together. Beyond this, each case has plenty of interesting twists and turns as you get deeper into the investigation and start shaking the wrong trees. Though character development is kept to a minimum, it’s quite enjoyable to immerse yourself in the nuances of each story and take in the various larger-than-life personalities you come across. Each case has you jumping between Realium (the real world) and various digital games-like a cute take on Harvest Moon-using a special chair that sends a person’s mind into the game. ![]() ![]() These cases are all based on the work of Marcin Przybyłek, a Polish author who wrote a five-part collection of original short stories set in a technologically advanced universe. Gamedec places you in the role of the eponymous Gamedec-a ‘game detective’-who works various cases tracking down missing persons, solving murders, etc. ![]() There’s a fascinating world to participate in here if you have the right mindset. For some, this lack of focus on gameplay may come across as a drawback, but we’d encourage you to try it anyway. Gamedec-a new release from Polish developer Anshar Studios-more or less hits those first two specifiers, but there’s no combat or stat points to speak of here. These days, an RPG usually consists of a relatively big fantasy or sci-fi world, a deep narrative, and a combat system heavily dependent on various numerical values. It’s interesting to consider how the role-playing genre has grown over the years, changing expectations around what somebody can expect from one.
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