Augh okay. This game was
such a mixed bag, so I'll try to apportion my review accordingly...This is a game I was interested in buying for a long time, and I don't regret buying it, but there was also a stretch of several months where I wasn't sure I was going to bother to finish it.
The Good- Art. The game employs a loose, evocative art style that's what first caught my attention when it was just a stub article in a
Game Informer issue. It suits the folk tone of the game very well and the character designs are both varied and say so much about each character. The game is especially good at evoking a shiver of horror with only a simple image.
- Music. Loved the soundtrack! Different styles of music for different cultural regions of the US was a great touch.
- The storytelling. The game is almost a visual novel, with very little gameplay, so the storytelling is key, and the game does knock this out of the ballpark, imo. Both the stories that you collect around the country and the stories of the characters you camp with are fantastic. They're emotional, vivid, and excel both at the realism end of the spectrum (a soldier returning home to find his girlfriend getting married) to the fantastical (The woman who could draw anything).
- Atmosphere. The game does a
great job drawing you into its atmosphere, and coloring its stories to fit each region where you "find" them. It really drives home the desperate situation of the country in the 1930s for people across many walks of life, and its continual reminder of the thick thread of horror going through the game is balanced with its frequent reminders of the simple beauties of life and love. It really comes across as very heartfelt, tender storytelling, which I appreciate.
- Voiceacting. The voice actors throughout do a fantastic job, narrator included. I read much faster than I hear so given the option I will usually speed through the written text and ignore the voice reading it, but I found myself often forgoing that even on repetitive lines here because the actors were just so compelling.
- Themes. Just generally, I loved playing a game about telling stories! The mechanic where stories would "grow" on their own as other people spread the tales you'd told them was particularly fun and I really enjoyed hearing how the story had changed since I had last told it.
The Bad- Travel. This goes first because it's the most frustrating thing about the game, imo. Your character moves across the map at an absolutely
glacial pace, so much so that I'd set her up in a particular direction on autowalk and then go browse tumblr or read the news until she got close to where I wanted to go. You can make her
marginally faster with the whistling minigame, but as soon as you stop punching buttons she returns to her usual pace. Perhaps this is to encourage you to hop rides on trains (which either cost money or health) or hitchhike (where you have no control of how far a car will take you and don't know ahead of time how far that will be), but mostly it's just annoying.
- Story-swapping.
Overall I want to say I did actually enjoy this mechanic. I think it was a fun, interesting way to engage and using stories of your own to coax out another character's story is cool.
However, characters will ask you for a specific
genre of story--and nowhere in the game does it tell you what genre the various stories you collect are. You may think "How hard is it to tell a scary story from a funny story?" and the answer is
a lot harder than you think. Especially as the story changes over time! Characters react badly if you give them a genre they didn't ask for, and you only have a handful of swaps per meeting to get them to open up to you before you have to track them down again on the map. You have to just
remember the genres based on character's reactions, which even if you have a good memory is going to be difficult if you, like me, often take long breaks between gameplay sessions. The only thing that got me to finish the game at all was that someone on Steam has uploaded a guide breaking down the different stories into their respective genres.
Additionally, the progress bar that shows how open a character is to you is not reliable. I often told them the exact type of story they asked for only to not progress the meter at all, which usually resulted in having to track them down again. Other times, the meter reset with each new meeting, requiring me to start all over again. This made the last ~2 hours a slog of repeatedly tracking down the same characters to try to get to the end of their stories.
- Limited gameplay rewards. There's no reward either in-game or as an achievement for collecting or growing stories. In the beginning I was working hard to collect every story I saw on the map and grow as many of them to completion as possible (generally a story will change twice before it's complete), but then I realized...there's literally no benefit. It doesn't matter. As long as you have enough stories not to repeat tales to the same characters, you could finish the game with the same handful of stories and it would be no different than if you collected all of the stories and grew them all. Given the slow walk mechanic, I then gave up on grabbing any stories that weren't in my existing pathway.
- You can only "earn money" once per city, which is frustrating if you're traversing back and forth because you instead have to count on stumbling across an opportunity in the field. Several times I ended up walking the character to death because every city I passed I'd already earned money in on the way west so I couldn't earn anything to buy food.
- Rose. While most of the game is entrenched pretty clearly in the 1930s Great Depression-era--characters will talk about Hoovervilles, one of the recurring places you can "hear a story" is in line at a soup kitchen, one of the characters you camp with is an "Okie" who traveled to California from the Midwest to find work after the land dried up--Rose is very clearly a hippie. She even talks about her parents voting for Nixon. It's extremely jarring and while I liked Rose and her story, it pulled me out of the game every time because she is so clearly from two generations down the road of everyone else.
- The final achievement is intentionally impossible. It's a minor gripe, but it is irritating to be permanently stuck at 97% completion.
Ultimately, I would say that if this is in line with the games you usually like--story-based, visual novel type things--it might be worth checking out despite its flaws. However, if this is a stretch game for you and this genre is not usually something you enjoy, it's probably not worth the time.