You are a dead, failed video game character wandering through the recesses of the Random Access Memory, trying to find peace in the final moments of your existence before being deleted forever... ...but forget that. The real story is that Continue?
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Udgivelsesdato: 3. jan 2014
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“It probably takes a certain kind of player to really appreciate how cerebral it is, but for those who can, it’s astounding. I have never had a game evoke the thoughts and feelings that Jason Oda pulled out of me in my time with Continue?9876543210.”
A – Gamertell

Om dette spil

You are a dead, failed video game character wandering through the recesses of the Random Access Memory, trying to find peace in the final moments of your existence before being deleted forever...

...but forget that. The real story is that Continue? is an existential metaphor that explores the finite nature of existence and the beauty and tyranny of our desires within it.

From the developer:

For fans of cerebral games such as Gone Home, The Novelist, and Papers Please.

This is one of those love it or hate it experimental art games. Regardless of whether you like it or not, I ensure you that it is like nothing you've ever played before. It's less about action and strategy and more about taking an emotional and philosophical journey that allows the player to explore his or her own sense of mortality. You will be very, very confused along the way, but your interpretation of this confusion is what the game is all about. I wouldn't recommend it to anyone who is not looking for something very weird and different. Continue? is for the type of person that appreciates odd, poetic word play, interpretation of the abstract, and existential philosophy.

Some games we play to kill time on a long commute, some we play at home to blow off steam after a hard day’s work, and some games are about escaping into a world more magical than our own. Continue? is meant to be played late at night with some wine or weed, when you're feeling quiet and contemplative.

Everything in Continue? has a deeper meaning behind it. All of the strange places you go to, people you talk to, and scenarios you go through are part of a greater idea that I hope you spend a second or two trying to figure out and interpret...or not. You can also just play the damn thing.

What happens to dead video game characters?

In the garbage dump of the Random Access Memory, you travel from town to town, meeting people who offer you their lightning and their prayer. Lightning clears the way for you to move forward and prayer builds shelters in a distant town where you must frequently hide to avoid being deleted into nothingness by the garbage collector. Along the way, you are thrust into many battle challenges, the outcome of which affects your shelters. There is ultimately, no way to escape the garbage collector, but running from it buys you time to think, wander, contemplate, and hopefully be at peace with the inevitability of your deletion.

Each game randomly assigns you 1 of the 6 characters and 6 of the 11 areas. There is no set order to the stages of the game.

Development

Continue? was inspired by existential road trips into nowhere, Peruvian jungle drugs, and a brush with death while lost in the mountains of New Mexico. It is a quest for wonder, contemplation, and peace.

By:

Continue?9876543210 was independently developed by Jason Oda in 2013. Past projects of notoriety include The Perfect Strangers game (nothingsgonnastopmenow.com) and Skrillex Quest (skrillexquest.com).

Systemkrav

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: 2.0 GHz
    • Memory: 2 GB RAM
    • Graphics: 512 MB of memory
    • Hard Drive: 250 MB available space
    Minimum:
    • OS: Mac OS X 10.5
    • Processor: 2.0 GHz RAM
    • Memory: 2 GB RAM
    • Graphics: 512 MB of memory
    • Hard Drive: 250 MB available space
    Minimum:
    • OS: Ubuntu Linux 10.10
    • Processor: 2.0 GHz RAM
    • Memory: 2 GB RAM
    • Graphics: 512 MB of memory
    • Hard Drive: 250 MB available space
Hjælpsomme kundeanmeldelser
17 af 17 brugere (100%) fandt denne anmeldelse brugbar
4.5 timer bogført
Indsendt: 15. april
For starters i must state i like Superbrothers: Sword and Sworcery EP so trying out this game was something i looked forward to despite negative reviews.

These two games share a lot in their way of telling the narrative - or not telling. It is much to the player to figure out things yourself. Just fine with that - there are not that many games on Steam that are 'artsy' like this and are yet able to provide a experience without becoming some kind of weird ego trip for the dev.

Unfortunately Continue?9876543210 goes for a more action oriented road despite having a somewhat more undrestandable universe where events take place (inside a computer). This is this game downfall since after the early interest goes away all that is left is a frantic action game where you try to mass enough shelters to survive data purge and enough lighting strikes to open a exit path. You also better learn the ropes with the action scenes quick since you cannot survive long if you need to start paying foo (money) or car parts (continues) to go on.

I found the lore interesting. No gods to pray to, just fading memories and void in the computer ram when the purge comes to eliminate the survivors. Too bad this marvelous setting gets lost under the frantic action.

This game has got all the components for a cult classic. unfortunately it will not be so. Designed differently 'my lightning, my prayer' could be almost as well known saying as 'the cake is a lie'.

edit: last line was lost. To conclude: i still recommend the game since this is a unique experience and despite the miss on the action design this game makes you think. For that i like it and i recommend you try it. It is quite reasonably priced in the store also.
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9 af 10 brugere (90%) fandt denne anmeldelse brugbar
5.9 timer bogført
Indsendt: 23. maj
I don't know why people haven't tagged it this way, but its obvious that this game is a roguelike/lite behind the messages and themes that it contains. Jason Oda covers the whole story aspect pretty well in the about section of the store page, so I will focus my review on the game beneath the facade.

The game mentions that you take on 6 out of 11 levels each playthrough, but these 11 levels appear to be split into two different types where there arent any major differences other than the graphics/map layout for levels of the same type. The first type being a tag/hide and seek with npcs and the second, more frequent kind, is an open town where you talk with the npcs and try to gather keys,resources, and information. This repetition would be boring if it wasn't for the short minigames in between.

There are at least 5 different types of minigames ranging from platforming to Galaga to zelda dungeons and these different types can come in varying difficulties. If you succeed at the minigames, there is much to gain, especially if you play them perfectly, but they can also be rather dangerous

First off of the roguelike checklist, randomness. Random characters, random levels, random npcs, random minigames, randumb... The first two don't really make a difference, but the random npcs are what make the game. You'll have to get clues and keys from these npcs, but not all are to be trusted. The npcs never seem to lie about information, so aside from getting some nonsense one liner that wastes your time talking to the npc, the worst they will do is sell you a trapped room. However, since you can get free, safe rooms from the rounds, the npcs really are the least of your problems. The information from the npcs will make otherwise random choices definite, but if you are really desperate for time or resources you can guess questions, although you don't really need to do that to beat the game.

The worst of all randomness is the lightning. The first kind of lightning is used to pave the way to an exit, but there are several exits and its possible that your lightning will hit an empty space, so it is easy for the lighting to be spread out and still not have an exit. These rolls will make or break your runs, they are the difference between having to focus all of your resources just to make it to the next level and being able to safely farm resources with impunity. Then there is the matter of having to find shelter in the storms. The randomness here has the potential to be more punishing when you have few buildings. Some buildings can take 1 or 2 lightning bolts and still stand for the next storm, but too few buildings and these tankier buildings are likelier to be destroyed. Despite all of the possible ways you can get ♥♥♥♥ed by the dice, you do have a decent bit of leeway to messup. Even if you get a few bad dice rolls, you should be able to make those up with resources from playing the minigames well.

Then there is the matter of death. You can use your various resources to get second chances once you 'die', but when you run out of those, you must start from the beginning. Additionally, the penalty when using buildings to revive gets increasingly severe, while using money to revive, while a static cost, will prevent you from getting more buildings/lightning.

What do you get for replaying this game? Mostly you just get to see different specs of story/dialogue; however, actually seeking out the in game diaries will be detrimental to progressing to the end, but I suppose that's just part of the message with this kind of game. You'll see the different level art styles and see some different minigames, but thats about it. Some roguelikes require you to play the game over and over to get direct benefits or crucial knowledge, but any useful knowledge is rerolled with each new game aside from knowing how to play a specific minigame.

In the end, its not close to being the hardest game of the genre since you dont need a truly perfect run to beat the game, but it isn't too simple either. Players have the option of playing the way the developer would, but you could also speedrun it too if you wanted to. I recommend both playing to win and playing to explore in order to get the most out of this game. Finally, for your own sanity, do not play this game in full screen mode unless you want to make it even harder, perhaps impossible.
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1 af 1 brugere (100%) fandt denne anmeldelse brugbar
20.5 timer bogført
Indsendt: 5. marts
Occasionally I wonder, how many times have I died in this life? How many Marios have I plunged down bottomless pits? How many chosen nobodies of Tamriel have I gotten run through? Alas, the video game lives that have served me, I have not served well in return. Sometimes in the throes of drink or the in darkness of despair I wonder what has become of those unfortunate sprites, those amalgamated polygons with their illusions of agency.

Continue?987654321 tells the story of one such departed and the game begins with her dying moments. The machinations of digital afterlife play out before us as we witness the software of souls. Shortly thereafter, we're given control of our fallen warrior in a run-down corner of the afterlife. "Where are we," our spirit character asks another. "Well..." he replies tilting his rectantangle head up to ours, "I suppose on a line of code, on a sliver of light, floating aimlessly through the random access memory." Unwilling to fade peacefully into the digital night, our heroine strikes out to escape the inescapable.

The game unfolds as we move from town to town, one step ahead of oblivion. Each vignette is a small area to explore and escape. The player has several minutes of game time in blocky planescapes to find the folks that can grant them lighting or prayers. Some are vendors, some are quest givers and some are simple well wishers. There are few ne'er do wells in this well of souls; everyone is facing the same dissolution. Their bestowed lightning can destroy barriers to level exits, their prayers raise buildings in the one place where our heroine can shelter against the wrath of the Garbage Collector.

At set intervals the player is thrown into minigames. Some involve zelda-like dungeons, some are hacks and slashes and some involve a bit of platforming. All in all, they're quick diversions enabling the player to get more precious foo and ram. Foo buys you lightning, prayers, extra time and second chances. Ram is your resistance to the Garbage Collector's pursuing minions. Run out of ram too soon or fail to escape a level and watch your shelters blasted into smithereens and know that next time you run for shelter, there may be none left.

If the game seems disjointed, it is. But it works mostly because the minigames are challenging, diverse and fun. And through each disjoint, the unifying metaphor is ever present. Death is not something that many of us choose to think about. Perhaps it is a Western mindset, or perhaps it is even gamings' own emphasis on not dying that encourages the avoidance of the inevitable. Continue?987654321 takes a more Eastern approach.

It is zen-like and Buddha-ful experience, though a bit heavy handed at times. In the squalor of the /apps/Ghangees level, we encounter a npc and her dead grandmother whose foot has been stolen by a stray dog. But while often grim, it is touching at times and refreshingly self aware: during a dream the player may approach and ask questions of the great Garbage Collector like 'What is the metaphor?' For which it has no answer. Between one level and another we're asked to do a short meditation remembering our dearest departed pet.

When games go all philosophy they usually go all pretentious too. Not so with Continue. Many of the levels are ponderous locales, but in their pixel precise portrayal of squalor and the evocative conversation of their denizens, there is a comfort in despair. Perhaps the comfort is in acceptance, but either way at the end of the game, based on how long she lasted, the player is told how their avatar met her inevitable death. Did she escape long enough to come to grips with its mortality? Or was she ripped from digitalia with wailing and gnashing of teeth?

Continue brings to mind a book I'm fond of named "The Beginning Place" by Ursula LeGuin. At its most basic level, it is the story of two people who run from their lives and find each other in a broken fantasy world. When read at that level, the story is a bit uneven and the conclusion unsatisfying. But when read as the allegory it is intended to be, it's a journey that offers the reader new insight every time through. Continue?987654321 is not unlike that novel. If one sits at their keyboard expecting metroid or its latest manifestation, one might walk away slightly underwhelmed. But when experienced as the metaphor it is meant to be, Continue is far greater than the sum of its mini games, its foo and its ram. It is a sober reminder of the priceless now, a virtual wise man on the mountain offering wisdom where so many other games merely offer escape, a life lesson to be learned over and over.

Go and wander to lovely, awesome and mysterious places.
Think and feel
Sit quietly and contemplate the precious silence.
Take in the wonder of existence
And then want nothing else from it
Only then will you be ready
- Celia, Continue?987654321
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1 af 1 brugere (100%) fandt denne anmeldelse brugbar
1.3 timer bogført
Indsendt: 19. maj
Sometimes in this game, you know the game over on the next screen is inevitable no matter what you do. And that's pretty much the point.
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660 af 863 brugere (76%) fandt denne anmeldelse brugbar
2.3 timer bogført
Indsendt: 3. januar 2014
Before we continue we must ask ourselves: what is an experience? Not what is a game, because that is almost too broad to bother trying to put into words. But what is an experience? What is something you enjoy experiencing?

I cannot define this for all of you. An experience changes for each person- it is a variable that makes each person who they are.

Continue?9876543210 (wow that was fun to type out on the keyboard, I slid my finger down the number keys like some sort of badass) is definitely an experience. Whether it is a good one or a bad one is up to you. I personally felt like it made me think a lot about my life and what I take out of it, but I personally do not feel that much of the game other than the thought it provokes lives up to the price I paid for it, even at this discounted price of 8 dollars I paid for it. I personally think thinking should be free. What should be paid for is how the developer makes you think- either through visuals or audio or even story and gameplay.

The gameplay in this game is very basic. You run around and talk to people who usually just jabber on about strange things, but sometimes they open doors for you, and sometimes they sell you things. You are able to choose "lightning" or "prayer" when you enter these doors, and what these mean are up to the player to interpet, but what they do is either randomly spawn lightning to clear the path ahead or spawn a house in a town that is crucial to survive the later stages of the game. After 45 seconds to a minute though, garbage collection or something similar runs and takes you down to play a combat based minigame. After too many of these though, your game ends- but progressing to the next area resets this. So you are in a battle against time to progress to each area.

This gameplay sounds fine, but it is very repetitive. I was about to quit and take a break after the third one of these, but then I realized that there is no save feature in the game- the point is to play the game in one sitting it seems. And so I druged on (and how fitting to relate to the plot of the game), hoping the game wouldn't be TOO much of this. While the gameplay is unique and quirky, after the 3rd or 4th time through, it just gets old.

The music and the graphics are fitting to the theme of the game, but leave much to be desired. I found the graphics and music just plain boring to look at and listen to, and while there are some flashy scenes and very well done graphical choices during cutscenes, the levels look somewhat all the same in exception to a few that look amazing (the level where you're chasing down your reflections in the sea comes to mind) and in the end I just grew tired of it all very quickly.

It's very ironic that a game where you have to find peace with yourself grows harder and harder to get through. I found myself getting very bored with this game very quickly. But it's not about the game right? It's about the experience!

Well that my friends, I do not think is worth my 8 dollars. While it made me begin to think, I feel the game ITSELF did not make me think but rather the themes of it did. I apologize if that may be a mouthful, but it is hard to describe a game like this into words. In simpler terms, I feel like I could have just poked around the website of continue9876543210.com and gotten the same feelings I did instead of playing the game. And for that, I do not give it my personal reccomendation.

But experiences change for everyone. Who knows? Maybe you will enjoy it more than I did.
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