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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Fecha de lanzamiento: 3 ene. 2014

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Críticas

“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
    Mínimo:
    • SO: Windows XP
    • Procesador: 2.0 GHz
    • Memoria: 2 GB de RAM
    • Gráficos: 512 MB of memory
    • Almacenamiento: 250 MB de espacio disponible
    Mínimo:
    • SO: Mac OS X 10.5
    • Procesador: 2.0 GHz RAM
    • Memoria: 2 GB de RAM
    • Gráficos: 512 MB of memory
    • Almacenamiento: 250 MB de espacio disponible
    Mínimo:
    • SO: Ubuntu Linux 10.10
    • Procesador: 2.0 GHz RAM
    • Memoria: 2 GB de RAM
    • Gráficos: 512 MB of memory
    • Almacenamiento: 250 MB de espacio disponible
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Variados (165 análisis)
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Yanky
( 3.3 h registradas )
Publicado el 24 de junio
Terrible
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Winto
( 7.1 h registradas )
Publicado el 8 de mayo
If you're depressed and you want to continue to feel depressed but also want to play a game with some fairly decent challenge, buy this game. Also nice music.
¿Es útil? No Divertido
Stamos
( 0.8 h registradas )
Publicado el 23 de marzo
I don't really know what this game is about. I feel like the message underneath the game is a serious one, and certainly existential at that, but it's honestly lost on me. I want to like it for being different and interesting, but I'm having a hard time doing just that in the face of obscurity.

At the end of the day...I like it? I guess?
¿Es útil? No Divertido
Kurby
( 2.8 h registradas )
Publicado el 14 de marzo
Far from being worth 10 dollar obviously, but not a bad game / experience AT ALL! (imo)

I got it for a small price on humble so i am happy i have this game.

Maybe i'd be ♥♥♥♥♥♥ if i did pay 10 bucks tho...
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Narushima
( 0.2 h registradas )
Publicado el 28 de febrero
The usual pretentious ♥♥♥♥♥♥♥t that aims for depth but hasn't got the substance to do so. Incredibly boring.
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Shadz
( 12.7 h registradas )
Publicado el 7 de diciembre de 2015
This game is not for the "average" game player. I love this game, however!!!
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=(eGO)= toxiclaw_
( 1.5 h registradas )
Publicado el 28 de noviembre de 2015
A very thought provoking game. Even better if you know about computers. A little sad.
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Dangerous Beans
( 0.6 h registradas )
Publicado el 6 de noviembre de 2015
Controls could stand to be a lot tighter.

If you're too ♥♥♥♥ing stupid to realize that this is an artistic expression rather than a game then don't buy it.
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theglasskat
( 0.8 h registradas )
Publicado el 9 de septiembre de 2015
Fantastic. Love it.
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contrivable
( 7.0 h registradas )
Publicado el 19 de agosto de 2015
Continue?9876543210 is an interesting game with some potential for frustration. It's somewhat mysterious and pretty good at creating tension while aiming to bring about its philosophical conclusion. We see deliberately low-poly 3D graphics which nevertheless are easily translated into "the world".
The game expects the player to go for several, slightly changing run-throughs, not all of which let the player get to the end. The player is mostly playing on limited time but can sort of recover in mostly unskippable cut-scenes. Will you find the strength to go on or will you find the strength to rest?

+ Nice low-poly design
+ Good music and good atmosphere
+ Special exits
+ Live stories
+ Restarting areas
0 "On the clock"
0 A tad short
- Bad restart method - "Have you tried turning it off and on again?"
- Camera is sort far-sighted
- Fade-ins waste time and make it harder to react
- Controls somewhat lacking
- Incomplete menu with and ambiguous option

The game features a number of modes. There is investigation mode where you run around an area or level, talk to people and gather knowledge which is needed to find an exit from the area and build up shelters, all within a time limit (except for the first level which has slightly different rules). That mode already shows how the camera is sort of far-sighted when giving a perspective view. Enemies will randomly and with increasing ferocity and frequency spawn around you. While the perspective view shows enemies or people in the background pretty well, it's hard to see things in the foreground. This is coupled with the foreground also often going down. So it is possible that you run the avatar towards the foreground/player, run over an edge, be in the air and without control over the avatar while unknowingly steering into an enemy. You have a sword to fight of enemies but to use it effectively you still need to know where enemies are.

Running into an enemy brings you into an action mode of always the same type where you have to fight of a number of enemies approaching you from the air while you play in a 2D brawler fashion, think minimalistic smash brothers. Those fights are easy but time-consuming at first but grow challenging and fast over the levels/investigation areas.
Hint: When jumping and attacking in the air go into the direction the avatar is not looking to make an overhead swing.

Each investigation areas also features up to three other action modes where you are thrown in one of a number of, let's say, mini-games. There are some where you have to find an exit, there are some where you have kill objectives and there is even one where you simply go right.
Action modes mostly offer treasure and performance-based rewards, but failing them results in harsh consequences.

The third mode is a shelter mode where you need to hide from impending doom. It's paramount to have gathered enough shelters or this is where the avatar gets GC'ed.

While cut-scenes offer time for recovery and breaks - they prompt the player before continuing - they are mostly unskippable and it may take you upwards from 30 seconds to get into an investigative area. This is unnerving in connection with the restart feature. You can restart the current investigative area if you feel like you didn't get enough out of it - the game autosaves at the beginning of an investigative area. While the game tells you restarting is an option it doesn't tell you how to realise that option. Instead of clicking the button "Start Over" in the menu and confirming the reset you have to kill the application and restart it, then you are loaded back into the area.
The reset instead means starting the whole run over and losing all progress, not just that of the last area. Imagine my happiness when I found out.

Apart from the "far-sighted camera" problem there is another one with visuals. While investigating you are required to enter houses. When you subsequently leave them the main area fades in, i.e. the world is turned back on before you can see clearly. While you can remember positions of enemies or people and interact with them blindly you are more likely to run into a problematic situation all while running out of time.

Action modes have a number of control problems. First off, navigation is sometimes hard because you don't always know which things you can pass over and which things present an obstacle.
Then, I often felt like I couldn't turn fast enough with incoming enemies. When trying to stab enemies you sometimes only hit when your sword is at or near full extension. So despite facing the enemy and presenting good points they will hit you anyway, reduce your performance and hinder progress in the meta-game.
Specifically the last and fix action mode where you need to turn and jump had me failing jumps multiple times because "up" is somehow not available when being pressed while changing directions. And yes, I specifically bought a keyboard where ghosting doesn't happen when only two keys are pressed.

I found the gathering of knowledge surprisingly fun, the random life stories are effective towards the game's philosophical goal and I enjoyed the special exits you can find. Even though I played through the game with "full points" I have yet to see some parts of the game.
If you're not immediately put off by its graphical style, I'd say give this a go. With all the little short-comings listed above, I, maybe not highly but securely, recommend Continue?9876543210. Even with its relative shortness of six captivating hours its price tag compares well against the average movie.

"Oh little town
shelter me"
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A 9 de 9 personas (100%) les ha sido útil este análisis
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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.
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A 684 de 892 personas (77%) les ha sido útil este análisis
No recomendado
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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A 189 de 235 personas (80%) les ha sido útil este análisis
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2.5 h registradas
Publicado el 3 de enero de 2014
A rich experience focused on the inevitable. You follow your main character's journey on the acceptance of his deletion by traveling and consulting with the inhabitants of other locales moments before their Garbage Collection. You have two primary options when speaking with the villagers, lightning or prayers. Lightning will help you escape the current level, or access secret areas that will aid you achieve your closure. Prayers will create a shelter based in your own town, which will protect the player from the deletion storm - literally lightning that deletes objects. Your ultimate goal is to survive long enough so the main character accepts his fate. The attitude at the time of their deletion depends on which villages you have been to, how many, and any "secret" areas you have been to which includes objects from your past and present.

The combat is fairly varied, but not overly complex. It does require skill, and this is certainly not a game you can skate by on without thinking what you are doing. To receive lightning or prayers from certain people, you might need to remember a fact about the town said by another villager. The combat can vary from side-scrolling challenges, to zelda-esque dungeon crawling, to arena "kill-house" style challenges. Depending how well you do can give you bonus lightning or keys which open doors in the villages, which allow you to speak to more villagers. I would advise against those who think the combat itself is the only reason to get the game- you will be dissapointed.

In addition to the combat and memorization, the skill of time-management is needed as well. Each village only has a certain amount of time before it's expiration. You have to prioritize what you need done. This is indicated by a countdown timer in the upper-right, once it hits zero there is a "stage" of degradation (Which varies how many there are by village). You will then enter a random combat scenario. Upon completion, you will return to the village which will have become slightly more hostile. Deletion monsters will roam the village which will delay you in your quest for shelter and closure.

It's an emotional ride that is open to your own interpretation. It does a grim subject matter well and was emotionally captivating enough to tug me along. And for that I am thankful.

Edit: Just would like to clarify on something some reviewers seem to have missed (Even though it's in the instructions). This game does have an auto-save feature each time you load a new area.
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A 261 de 370 personas (71%) les ha sido útil este análisis
44 personas han encontrado divertido este análisis
No recomendado
3.0 h registradas
Publicado el 16 de enero de 2014
Continue?9876543210 is a remarkable milestone in the history of gaming: the videogame equivalent of Vogon poetry.
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A 165 de 237 personas (70%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
No recomendado
1.3 h registradas
Publicado el 4 de enero de 2014
I'm a sucker for the TRON-like digital afterlife concept. So I went into C?9-0 eagerly expecting a deep, affecting experience. And for the first five or ten minutes, it seemed like it just might deliver on that...

Sadly, it very quickly descends into a qurky, poorly designed pile of...bits. Instead of feeling like a solid, well-thought out game, it feels more like an overly ambitious Digipen student project. The biggest problem is, you're thrust into a bizarre, abstract world without any sort of guidance.

"DEAREST FRIEND, YOU WILL BE CONFUSED AT FIRST, BUT BE BRAVE, IN TIME YOU WILL UNDERSTAND.", the game assures in a large, ubiquitous, fatiguing-to-read typeface. Part of me wonders if this line was a lampshade put in at the 11th hour of development to assuage confused newcomers.

I've spent more time than I'd care asking myself "what the hell is going on?!". Given the concept, this MAY be a conscious choice by the developer, since you're no longer in a 'game' and you're figuring it out as you go along just like the main character, Maggie. But as a player here in meatspace, I still need some sort of graceful introduction to the concepts.

Like, what the hell is 'Foo'? Apparently it's money. It says 0/5 RAM on the status bar. What does that mean? Oh, now I'm suddenly sucked into a Zelda-like overhead persective and attacking chattering teeth? Whoa, now I'm in a platform section where I have unexpectedly acquired a jump key, slaying more chattering teeth. Aaaand now I'm back to the Indian trailer park, talking to Juggalos.

Seriously.

To be fair, there IS a clumsy, minimal in-game manual to ham-fistedly explain some of this stuff, if you deicde to "spoil the mystery". And the more you bang your head against the wall, things begin to slowly connect together.

Unfortunately once you begin to weave together a vague notion of what's going on, you begin to realize that the core gameplay is not nearly as complex or interesting as you'd hoped. As an outsider, this has been an incredibly frustrating, confusing experience. Abstract concepts are great, but they need a clean and well-thought out game design to prop it up, more than most.

It's clear from other reviews that some players got a lot more out of this game, and I'm sure if I magically "got it" from the outset like they apparently did, I'd probably like it more, too. But as it currently stands, I'm confused as hell, and -- the bigger tragedy -- I feel no overwhelming desire to invest more time into understanding it further. In some ways, that's a worse failure than my benchmark for bitter mediocrity, "Thirty Flights of Loving". At least I was compelled to finish THAT, such as it was. But also, like that game, reviewers attributed to it a great weight of intellectual complexity that, frankly, I had a hard time giving it credit for.

Save your rupees, gang, and simply enjoy the lovely developer-provided screenshots. Imagine a great game built around those images and know that the game you have imagined probably DOES exist somwhere, out there, in-between the bytes of your computer's RAM.
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A 85 de 119 personas (71%) les ha sido útil este análisis
Recomendado
3.6 h registradas
Publicado el 3 de enero de 2014
Despite the big thumbs up, I wouldn't recommend the game at its full price. It's good but you can get a lot more with $10 on Steam.

As for the content itself, its atmosphere sort of reminds me of a 3D Sword & Sworcery. However, I found Sword & Sworcery to be little more than a collection of pixel art and mysterious but ultimately meaningless dialogue whereas I found Continue to have genuine meaning that you can connect to your own life. The gameplay is not the focus in either game, but it is at least entertaining in Continue. Where it really excels is in its metaphorical meaning,

It is more art than game, designed to make you think as you race against time to build up what resistance you can to a fate you ultimately cannot escape. There is little replayability; you will discover most of what the game has to offer in a few short playthroughs. But I wouldn't call that a fault considering the goal of the game is to explore a theme, not to provide hours of entertainment. If that doesn't appeal to you, then avoid the game; otherwise, it's something to look into.
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A 32 de 36 personas (89%) les ha sido útil este análisis
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Recomendado
4.3 h registradas
Publicado el 30 de septiembre de 2014
Wow, where do I start with this one?! Ok, Continue? is definitely an acquired taste. It begins with a beautifully drawn-out introduction on the death of a videogame character. Yet, he doesn't want to die. He escapes deletion for a while, and it's your job to keep him alive. While that sounds like an interesting premise for a game, Continue? doesn't stop there. Oh no. You quickly realise that the developer is trying to tell you something, and it soon turns into a reflection on life, on death, on childhood, love, freedom, knowledge and the inevitable. Each scenario that you play through is meant to be a prayer, not necessarily in an overtly religious sense (in fact, the game never comes across as preachy) but more in a sense of inner prayer, inner discovery for who you are, and what the important things in life are. It's not surprising that the developer made this game following a near-death experience. It does make you wonder whether there are better things to be doing with your life than playing a game, but that's beside the point!

Yes, there is a game here, but it's a long, drawn-out game full of interludes and reflection. Let me warn you, if you're not the kind of person who can sit through 5 minute long dreamy interludes, this game is probably not for you. Even the introduction, beautiful though it is, is completely unskippable each and every time you begin a new "life". When you eventually reach the gameplay, you're in a for a shock: it's hectic! You need to dash around looking for characters to speak to. Each will give you a clue, or a cryptic message, or open a door to a building. Getting information and opening doors is essential, because it's here that you can choose to either destroy sections of barriers that impede your exit from the level, or construct more buildings in your sanctuary town (more on that shortly). There's a strict time limit here, and you're also being chased around by chompers (servants of the garbage collector trying to delete you) that will drag you away to mini games if they touch you. Mini games happen every 45 to 60 seconds, and are either 2d riffs on simple arcade games, or 3d exploration / combat games. None last long, yet if you fail you will suffer the consequences! Each failure usually leads to the destruction of buildings in your sanctuary, and this is fatal if you aren't careful. Every two levels you will be taken to your sanctuary to survive a garbage collection "storm". Several buildings will be destroyed, and you need buildings to shelter from the storm. Run out of buildings, and you get deleted. This is how you die in the game, for real.

This gets really frustrating when you're having a run of bad luck. Finding characters, talking to them and making "prayers" to build your sanctuary or "lightning" to destroy exit barriers is very random; sometimes you might run around like a headless chicken for 20 seconds without finding anyone to speak to (and when the time limit for each deletion attempt is 45 seconds, that's a long time!), sometimes the lightning hits the same piece of ground over, and over, and you "waste" valuable time trying to escape the level, sometimes the price you pay for making a mini-game error is the deletion of 80% of your sanctuary buildings (other times you get off lightly). It feels unfair at times, yet when it's going your way it feels wonderful. It's as though the developer is telling you that life sometimes sucks!

Yet despite all this, I love the game. I really shouldn't, it does all these things that annoy me, and yet it's... it's just compelling, somehow magical, relaxing even if you're in the right frame of mind for it. If you're not, expect to rage quit! (it's CTRL+Q btw). I wouldn't blame you.
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A 34 de 41 personas (83%) les ha sido útil este análisis
Recomendado
0.9 h registradas
Publicado el 8 de mayo de 2014
Continue?9876543210 is a surrealistic adventure game that is somewhat stylized like an old RPG game. Or something like that. Continue is a very strange game; The basic idea is that you play as a video game character who is at the end of his life. The classic, 'Continue?' screen of arcade games of old has passed, and no quarters were inserted. And so, you have 'died', and enter into a realm where all data from a previous game goes to be erased, wiped clean for the world to start anew again for the new player, and New Game option. In this desolate space, data is assimilated into bytes and data, and you having not made your peace yet struggle to survive in a climate made to delete you.

In the game, you start on a level that is representative of some gameplay trope, IE town, field, ruins, etc. There are a variety of NPCs and locked doors. You can talk to the people, who will either try to sell you something, give you a hint of some sort in the level you're currently in, say something about the story of the game, or say some rather useless blabber. NPCs phase in and out of existence, however. There's also monsters that spawn on the level, and wander around. Touching them triggers a battle scene, that transitions to a different scene like an RPG game. However, the battles aren't turn-based, but real-time, and work more similarly to a Zelda game. However, what they exactly are changes per encounter. Some are top-down, some are side-scrolling, some make you defend something, or you just have to fight all-out. Winning battles or doing things around the level usually get you a key, which you can use to unlock one of the various locked structures around the level. Inside the structure you'll either find a shop, something to push the story, some sort of side-quest, or a person who will either build structures or cast lightning.

Now building structures and casting lightning is important. The game has a sort of time limit, both in levels and the overall game. The levels you go to are randomized, and each has differences to each other. However, you have a certain number of 'rounds' that will pass before the whole level is eliminated. If you're in a level when it's eliminated, it's game over and you get a bad ending. There is a time period you have to do stuff in the level, and then the round ends and you face some kind of challenge. This can be like a tricky level, a boss fight, some kind of puzzle, etc. They're random. If you win, you get a big benefit to your cause of survival, but if you lose you miss your chance for some aid. Aid for what? To exit the level, you need to get people you encounter to cast lightning, as casting lightning will destroy some of the blocks randomly blocking one of the several exits out of a level. However, you also need to build structures. After every two levels or so, you'll be in a sort of 'storm' you need to survive, or else its game-over. In the storms, you're in a town that is formed of the buildings you have made people build in the normal stages for you. A storm hits, and the buildings are stricken by lightning. You have to hide in a building and wait for the storm to pass, though if your building is hit and destroyed you have a certain time limit to quickly scamper around the town to another building. If there are no other buildings or you run out of time, it's game-over.

You will always be given a choice of either Lightning or Building Structures. Lightning will clear a path to the next level after a few lightning strikes, while building structures will create buildings to hide in during these 'storm' sections.

Basically the game is all about time management and succeeding in the various challenges that both the monsters, NPCs, and Round End's bring, for doing these allows you to gain chances at either Lightning or Structure Building, to make it past the individual level in time and to build structures for the storms that happen every two levels or so. You'll either like the game or not, it's a bit complicated to understand at first, and won't be fun for everyone.

Also there are side-quests you can do that effect your story. The game has multiple endings, possible level paths, and more... What you do in levels, what level path you take, and the like effects the ending you work towards. The game is kind of made to be played multiple times, as its not very long and you won't go to many of the levels or see the whole game in a single playthrough.

And the game gets weird. The story is told in a very indirect way, and some of the events that can happen are just absolutely bizarre. Honestly the story feels most similar to something that David Lynch might of concocted up if he were to make a video game about video games. Depending on who you are, that might either be a good or bad thing.

The game's oddness is supplemented perfectly by its audio department. The game has a haunting soundtrack, interesting but odd sound design, but it all fits the weird atmosphere of the game perfectly.

And there isn't really much to say. The game is deceptively complicated, but actually rather simple when you get down to it. It strikes me as a huge love it/hate it type of game, and something that'll divide people's opinions on whenever it's good or not.

My stance is that it's interesting. The game itself is okay, but the atmosphere and some of the surreal elements I enjoyed. Of course, if you're less fond of such things, there will probably be less to enjoy in the game for yourself. Basically said, while there is a game here, the game is more about the experience. And depending on who you are, that experience will either be worth taking, or it won't be.

Continue may be worth it if you like experience-based games with a surreal and strange edge that are open to interpretation. If you don't like that, you probably won't like the game. Like the game itself, it all seems so complicated but it's so simple, really.
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A 59 de 84 personas (70%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
No recomendado
3.2 h registradas
Publicado el 6 de enero de 2014
Somewhere, in the depths of a gamer’s RAM, you are a dead video game character who must come to terms with your imminent deletion. You know that you cannot escape deletion, only that you may delay it. Continue?987654321 aims to be an “experience” more than it does a traditional game, drawing an obvious metaphor and resting on the hope that we can identify with or be moved by it. For most, it will not be enough to justify the purchase but, if you’re still interested by the time you finish reading, it may be for you.

Your quest in Continue is to survive long enough to make peace by staying one step ahead of the garbage collection program, which will clear you from the RAM, bringing your existence, and your game, to an end. To accomplish this, you must travel to six villages in each playthrough—chosen at random from a pool of eleven—spawning shelters back in a main hub. After every two villages, you will be forced to ride out an intense lightning storm in this hub and, if you do not have enough shelters in place to survive the destruction, you will be deleted and it’s game over.

Each village you travel to is comprised of citizens, locked houses and multiple blocked exits. By speaking with villagers outside, you can learn important keywords and secrets, receive items and stat bonuses or pay to unlock houses. Within houses are shrines or more citizens, which grant you either lightning (partially clears exit paths) or prayer (spawns shelter back in the main hub) for returning the proper item or answering questions correctly. In rare instances, villagers may sell you entrance into trapped houses that will destroy shelters you have built, but other villagers will also warn you about them.

Time in each village is valuable as you only have two to three minutes to spawn as many shelters as possible, while also clearing an exit to escape. The difficulty is unforgiving and leaves little room for error. The game intends to give you no feeling of respite at any time. At regular intervals there will be a glitch, forcing you to play a brief minigame that opens up additional houses in the village based upon your success. Minigames usually involve combat where it’s also possible to die, in which case you can only revive by having a particular item, enough money, or by sacrificing some of your shelters.

For a game that tries to connect with the player on an emotional level, the dialogue is too often cheesy and nonsensical; the only thing the game managed to make me feel was nervous and hurried. Continue is a good example of a game where it's possible to get just as much out of it by watching someone else play. I can only recommend it to those looking to experience something truly unlike other games they have played, for better or worse, and who can accept that experience might not actually be fun.
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A 20 de 21 personas (95%) les ha sido útil este análisis
Recomendado
4.5 h registradas
Publicado el 15 de abril de 2015
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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