- May 21, 2015
- John Fio
Epanalepsis
It doesn't look great and isn't much of a game, but Epanalepsis at least tries to convey loftier themes than most game stories. If only it was accessible enough for anyone to actually comprehend those themes.
Platforms
About
Epanalepsis is a narrative-focused point and click adventure game that tells a story about those connections across sixty years and beyond that pays equal homage to New Wave science fiction, cyberpunk dystopian stories, and the art cinema of the early 1990s. Play as three characters in three radically different time periods. Experience an authentically recreated 1990s, a consumerist 2010s, and a …
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- Unique art style that creates a strong atmosphere.
- Effective music that sets the tone well.
- Enigmatic and thought-provoking narrative that rewards multiple playthroughs.
- Choppy and non-cohesive story with poorly presented dialogue.
- Extremely slow walking speed and lack of engaging gameplay elements like puzzles.
- Feels more like a prototype or demo than a polished game, with numerous bugs and typos.
story
14 mentions Positive Neutral NegativeThe story has been criticized for being choppy and non-cohesive, with many players finding the dialogue and plot to be random and pointless. The game is described as more of an interactive story than a traditional game, with repetitive cycles that diminish player engagement. Additionally, technical issues like text being cut off and typos further detract from the overall experience, leaving players uninterested in replaying for a deeper understanding.
“What results is a game that plays out similarly to Chris Marker's La Jetée: no matter where the story's time travelers end up, no matter what choices are made, the same cycles will repeat, much like the game's rhetorical namesake.”
“This is basically an interactive story, not a game.”
“The text, which holds the story and thus the draw of the game, sometimes is cut off the edge of the screen, and there are more than a couple typos, breaking immersion and posing an inconvenience.”
“The developer has talent, but their decision to write a choppy, non-cohesive story is disappointing.”
“Once I got out of the apartment, I realized all the dialogue and plot seemed pointless and random.”
“The text, which holds the story and thus the draw of the game, is sometimes cut off the edge of the screen, and there are more than a couple of typos, breaking immersion and posing an inconvenience.”