![]() Whilst I didn't feel this was the most polished game, I did enjoy it and had an entertaining time navigating the world that Total Mayhem created for me. That said, it's a puzzle game so it doesn't seem like that's a major issue. The story was pleasant enough but hardly the stuff of Hollywood. Although the voice acting isn't anything exceptional, it's as good as you would need for a puzzler and do bear in mind that this is an indie title so it wouldn't be fair to expect Nolan North etc. The soundtrack is great, with the tone set perfectly through the use of many audio cues. This also made deciding when to end a playing session difficult, as neither of us wanted to repeat some of the puzzles! We were always taken back to the last checkpoint, but those checkpoints are sometimes very heavily spaced out, with no indication of where they are or if you just reached one. When this happened, there seemed to be no way to rejoin the game and we would have to complete sections again. We regularly found ourselves getting stuck in scenery, or one of us getting stuck in connection limbo where we couldn't interact with anything for a few minutes before finally being disconnected from the server. Some of the most frustrating moments however, came from bugs and glitches in the game. Quite a few of the puzzles felt very unevenly distributed in the sense that I often found either my partner or I were doing all the cerebral work, with the other limited to a grunt moving objects from place to place. I feel a bit more balancing would have made this a much better game. It's worth noting that this does mean the game is not fully accessible for those with hearing difficulties in all cases sadly, and as someone who suffers with such, I found this part very difficult and there are no subtitles for the abstract sounds.Īccessibility concerns aside, there were a few puzzles which felt particularly obtuse, and puzzle hints available in-game were of incredibly limited use. Neither the sounds nor symbols come from any language and are entirely abstract. One particularly mean late-game puzzle sees you listening for noises that relate to symbols that need to be entered into a code wheel. Some of the conundrums in We Were Here Forever are quite simple, but as time goes on, varying layers of complexity are added. ![]() Puzzles can take the form of mazes that can only be seen from the other player's perspective, symbols that need to be matched across multiple rooms, or even in one case a game of Pipe Mania that straddles two sides of a wall. This must be used by each player to describe their surroundings and discuss what might be necessary to proceed. If you've ever seen the '80s/'90s children's TV show Knightmare, it's not entirely unlike that show in the sense of the player often being unable to see the details of the puzzle they must solve.īoth players start out in a prison cell each with only a walkie talkie for company. Gameplay is largely asymmetrical, and players cannot see what their partner can see, meaning that puzzles need to be solved via clear verbal communication. The entire point behind Total Mayhem's latest title - their fourth game and fourth in the We Were Here series - is that it's a cooperative experience that will test your communication skills. Playing the latter with my partner was probably the biggest test of all of them though. I'm talking about things like the Coronavirus lockdown, the pineapple on pizza debate, and We Were Here Forever. Every now and then though, things come along which test even the most stable of relationships. ![]() At the time of writing I have been with my fiancée for 13 years, and whilst GameGrin doesn't pay me enough for us to afford to get married yet, we've adopted bunnies which is a bigger commitment anyway. I'd like to think that my relationship is pretty strong. Reviews // 31st Aug 2022 - 8 months ago // By Gary “Dominoid” Sheppard We Were Here Forever Review
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