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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“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

Acerca de este juego

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).

Requisitos del sistema

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
Análisis útiles de usuarios
A 15 de 15 personas (100%) les ha sido útil este análisis
4.5 h registradas
Publicado el 15 de abril
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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A 9 de 10 personas (90%) les ha sido útil este análisis
5.9 h registradas
Publicado el 23 de mayo
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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A 8 de 8 personas (100%) les ha sido útil este análisis
2.4 h registradas
Publicado el 27 de marzo de 2014
Me he tomado unos días para meditar sobre Continue?9876543210 y el poso que deja tras terminarlo. Suelo escribir nada más finalizar un juego, a menudo todavía embargado por la emoción de la partida (lo que me resta la poca objetividad que pueda tener, todo hay que decirlo). Pero en este caso no lo he hecho así, digámoslo ya, porque como juego Continue? no funciona. Se ve totalmente abocado a depender de su simbología, sus significados, sus interpretaciones. En definitiva, ésta es una experiencia que valorarás en función de las reflexiones con consiga extraer de ti. Por eso me ha parecido prudencial dejar unos días para darle algunas vueltas al asunto.

Pero empecemos por el principio; ¿de qué va Continue?9876543210? El juego nos pone en la piel de un personaje de videojuego que, como tantos otros, como cientos a lo largo de cualquier partida, muere. Tras su muerte queda atrapado en la memoria RAM, que actúa como una especie de limbo hasta que sea borrado por completo. En este lugar nos encontramos con otros personajes en idéntica situación, con la salvedad de que ellos se han resignado a desaparecer. Pero hete aquí que tú decides seguir luchando por tu vida.

La mecánica se divide en, básicamente, dos partes: recorrer los niveles charlando con otros personajes y combatir. La clave de lo primero radica en que algunos de nuestros interlocutores nos irán dando información que luego necesitaremos para responder a las preguntas de otros. Si respondemos bien podremos elegir entre ir abriendo camino para pasar al siguiente nivel o construir un refugio para cuando vengan a borrarnos de la memoria RAM. Y este es el quid de la cuestión: avanzando indiscriminadamente te alcanzarán tarde o temprano, y si sólo optas por refugiarte no avanzas, así que hay que ir encontrando un equilibrio. Uno de los errores del juego, a mi juicio, es que todo lo relativo a las mecánicas se nos explica mediante cuadros de texto antes de empezar a jugar. Este tutorial no sólo te saca totalmente de la partida en un juego en el que la inmersión es clave, sino que dificulta asimilar unos conceptos que se podrían haber explicado mediante diálogos con otros personajes, por poner un ejemplo. Además cuando se explican son conceptos abstractos que el jugador todavía no ha visto (ni verá en un buen rato, pues en el primer nivel no entran en juego) lo que dificulta su aprendizaje y crea una barrera de entrada un tanto desalentadora.

Los diálogos con otros personajes son el eje central del juego. Según Jason Oda son simbólicos, y tu disfrute depende en gran medida de que consigas empatizar con ellos, con ese algo más que se promete hay tras las palabras. Personalmente no lo he conseguido; entiendo que el juego es confuso a propósito pues confusos son los temas que trata, y puede resultar fascinante o enigmático en un principio, pero nueve fases hablando con gente que dice cosas abstractas es demasiado. Sucede que, además, al ver el final entiendes perfectamente el juego y su mensaje y te preguntas si todo eso era necesario. Entiendo que Oda quiso hacer hincapié en el viaje, el camino, pero la drástica importancia que tienen el principio y el final rema en la dirección opuesta a las intenciones del creador. Dejando a un lado el hecho de que estas conversaciones resulten interesantes o aburridas (insisto, es algo inherente a cada jugador), creo que en un juego que refleja una lucha desesperada por arañar segundos al crono pueden llegar a resultar incoherentes: por así decirlo, la lucha del protagonista por sobrevivir no se presta al mismo ritmo que la nuestra por comprender.


Decía que hay nueve niveles. Esto es cierto y no lo es: el orden de aparición de cada escenario es aleatorio en cada partida, y lo normal es que no sobrevivas para ver más de la mitad. Esto significa que ver todo el contenido del juego requiere varias partidas, y lo mismo se puede aplicar a comprenderlo. Sin embargo esto tiene un par de problemas ya que a) puedes ver varias veces el mismo escenario sin haber visto algún otro y b) en la primera partida ya se comprende a dónde se quiere llegar con este mecanismo, haciendo la repetición mucho menos necesaria de lo que seguramente Oda imaginaba y bastante más tediosa.

De todos modos quiero volver a hacer hincapié en que todo lo anteriormente expuesto dependerá mucho más del propio jugador de lo que viene siendo habitual. He leído comentarios de personas que han conectado completamente con el juego, visitando con él lugares inéditos para ellos. Por eso creo que, en el fondo, hay algo que rascar el Continue?, el problema es que obliga a rascar mucho. Y si bien en la parte argumental y conceptual puede haber discrepancias, creo que todo jugador coincidirá en que las partes jugables son mayormente desastrosas. Siento ser tan duro pero es así. Lo mejor sin duda son pequeños guiños que aportan variedad, como una sección a lo Space Invaders. Sin embargo la mayor parte de los combates son enfrentamientos a espada, ya sea en 2D o en 3D. Básicamente vienen enemigos de todas las direcciones y tú les pegas. Sólo hay un movimiento, la estocada, y al ejecutarlo el personaje no puede moverse. Y sobre el movimiento, si ya se percibe mal ajustado al recorrer los escenarios normales, al combatir llega a desesperar lo difícil que es que el personaje se mueva como queremos. Es un combate frustrante pero no por su dificultad sino por su incompetencia. A este mal diseño del control súmale que es monótono y repetitivo como ninguno y desde luego tendrás una mezcla muy poco apetitosa.

Habitualmente nos “mojamos” por juegos que no gustarán a todo el mundo pero en este caso no puedo hacerlo. Sé que hay jugadores que han encontrado esa experiencia trascendental que se nos prometía, pero también que el debate más candente que he encontrado en los foros de Steam es acerca de una supuesta pretenciosidad del juego. No puedo negar que yo también lo he pensado: dadas las promesas y las formas de Continue? sorprende ser capaz de encontrar tan poco fondo. Las mismas reflexiones a las que me condujo las alcanzaron con mucha más fuerza y facilidad obras como The Plan o Proteus y no por ser más concisos o directos, sino por ser más sencillos y menos suntuosos.

Al final la conclusión es que, pese a tener cosas que ofrecer, Continue? crea demasiados impedimentos para que podamos llegar hasta ahí, consiguiendo que, en caso de que lleguemos, lo hagamos demasiado exhaustos como para apreciar sus mayores virtudes. Y esto es así también porque dichas virtudes se ven sepultadas por un cúmulo de defectos, desde una dirección artística más monótona que lo que el tráiler o las escenas de vídeo hacían presagiar, hasta un control desastroso pasando por un desarrollo repetitivo y demasiado confuso. Se nota que el creador de Skrillex Quest tiene talento, pero aquí cuesta demasiado encontrarlo. Recuperando la frase inicial de este párrafo, la conclusión es que Continue?9876543210 tiene cosas que ofrecer, pero pide al jugador mucho más de lo que da a cambio y, al final, la sensación es que el esfuerzo no compensa.
¿Te ha sido útil este análisis? No Divertido
A 0 de 3 personas (0%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
0.1 h registradas
Publicado el 27 de diciembre de 2014
Menuda basura pinchada en un palo.

Peor que las titulaciones de ESCO GRANADA (Escuela Superior de Comunicación, C/ San Antón nº 73), que no tienen validez administrativa en España. xDDDDDDDDDDDDDDDDD

Si no te gusta mi análisis, te jodes como Herodes.

Qué se la pique un pollo a Brÿnhilðrnn y toda su chusma que me vota negativo. ¡¡¡¡Hipoglúcidos!!!!!
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A 658 de 861 personas (76%) les ha sido útil este análisis
2.3 h registradas
Publicado el 3 de enero de 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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