Unrest tells a deep, text-heavy tale in a genuinely unique setting, but it's a shame the quality of the game itself can't match that of the writing - and that the ending is so abrupt and unsatisfying. If you can stomach the low production values you'll find a diverse adventure that rewards experimentation, but one that takes itself a little too seriously, and that will only take a handful of hours to finish.
Despite the glaring issues, I was swept up by Unrest's unique cast, and I cared about their troubles, enough to even feel responsible if the path I led them down ended up in disaster. Though flawed, Unrest's system of cause and effect is a refreshing change from traditional conversation mechanics and deserves appreciation.
In many games where conversational choices dictate plot progression, success is often guided by a system of modern Western morality. Choosing the noble response sends you on a path toward "good," while the opposite is clearly "bad." Sometimes there is a...
Unrest is a choice-driven RPG with little combat to speak of that touches on relevant social issues. It’s not unlike Always Sometimes Monsters, though it ironically takes cues from western-style RPGs where that game took them from eastern ones. Unrest feels a little more focussed than most games of its ilk, and it has a thankfully short run time to facilitate multiple playthroughs.
Unrest è un'avventura interattiva piuttosto originale, riconducibile a Valiant Hearts per il modo di farci immedesimare in personaggi che non desiderano la situazione in cui si trovano, e allo splendido Dear Esther per la maniera di raccontare una...
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