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About the StoryThe year is 2012. You are the head writer for the third game in the wildly popular ShatterGate™ franchise. Expectations are through the roof: fans of the series are waiting for the biggest, most bad-ass entry in the series yet, and your publisher is expecting the best-selling title in its history. But the game’s development hasn’t gone as smoothly as planned. One morning, just a couple months before E3 and six months before ship, an emergency meeting is called...
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Number of Reviews: 3
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It has some of the best words put down on a Twine (IMHO). And it provides a sneak peek in how our modern triple-A games are done. How the chaos is modeled, and how they are built from spare parts that rarely fit properly as a narrative (you know, narrative dissonance and such).
It's cleverly written with delicious words, and flavor and tricks that delight and surprise the reader. It is very funny, terrifing, at the same time. I wholeheartly recommend it.
You go through several conversations with your co-workers, intended to show the plight of game writers and why they are in a tough position. You get blamed for the faults of others, you don't get the resources you need, and so on. It has some twists.
Overall, this didn't really gel for me. I worked for a video game company before in a variety of positions, and pretty much everybody gets the exact same bad treatment. But the twine was well put together.
I'm not the best audience for long twine games. So there's a chance I won't replay it. But I promise that overall, writing style wise, this will be amusing for those who are into Game Development.
The game is played in a itch.io browser, with a white background and black text. It doesn't really feel like a Twine game, except when it came to the choices of course, it almost feels like a Unity text game. But maybe it isn't.
Pros: A humorous game about Game Development, with sleek CSS.
Cons: Some may not get the humor of it or find it unrealistic.
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