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About the StoryThey shot you in the leg, the sheriff or one of his men, but you still managed to get away. You always manage to get away. And while they're off pursuing you to, who knows, perhaps Colorado, you have quietly made your way back to where it all began. What better place to rest?
In "'Mid the Sagebrush and the Cactus", the player will have to use a tactical combination of talking and fighting to survive a meeting with David -- the son of the man he has just killed.
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Not quite Orestes
'Mid the Sagebrush and the Cactus raises an old but perennially important question about whether it's possible to stop a cycle of violence. It supports its theme with an ingenious combat and conversation system that keeps the player on edge and forces him to play with some caution for his own safety.
What lets it down is the failure of its writing to convey the human emotions behind such a situation. The philosophical and systematic problems are only problems because of the human capacity for rage and grief -- and Sagebrush doesn't show us those effectively.
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A combat/conversation western with one room and one npc, June 11, 2016
You can select between a few preset verbs like attack, ready, explain, placate, etc.
There are multiple difficulty levels, some randomization, and an interesting story. Howver, the combat system didn't really work for me, and I wasn't drawn in by the writing.
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PollsThe following polls include votes for 'Mid the Sagebrush and the Cactus:
One Room Non-Escape Games by tggdan3
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This is version 5 of this page, edited by Victor Gijsbers on 28 September 2010 at 12:47pm. - View Update History - Edit This Page - Add a News Item