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books
http://store.steampowered.com/app/292060/
interactive books / choose your own adventure books
http://store.steampowered.com/app/318310/
movies
http://store.steampowered.com/app/207080/
interactive movies
http://store.steampowered.com/app/207610/
software
http://store.steampowered.com/app/100410/
thats the best option really :)
Personally, I don't mind, interactive movies have their merits too...
The main feature of the game is the ability to rewind time and change your choices, so yeah, you can fail, but then you can rewind, and change your choice.
Adventure games in general largely removed the ability to fail in terms of player death and the ability to paint yourself into an unwinnable position decade(s) ago, although LiS still basically represents the former with the freeze frame effect if you fail to dodge the obstacles in the nightmare sequence at the end.
That said, the first episode of LiS also has a number of pretty standard (if basic) adventure game puzzles, including finding a way to enter the dorm building, getting into Dana's room, acquiring the camera tools, and using the rewind power to successfully navigate through conversations and get access to info or items you wouldn't otherwise.
This is the paradoxical curse of the adventure game: puzzles that are entirely logical tend to make the game feel "easy" and potentially short, yet they do make sense and reward the player for managing a situation in the same way they'd do it if they had to in real life.
On the other hand, more challenging "use goldfish to unlock door" or pixel-hunt puzzles can tax the player and lengthen the gameplay, but they're often a bit cheap, unfair, and just feel artificial. The difficulty lies in finding a balance at a mid-point between the two.
Still Life demonstrated both of these extremes quite well, with its crime scene investigation procedural aspects generally making logical sense, but then going off the rails entirely with the infamous cookie baking puzzle.
Thanks for making me think about what would have been a definite purchase.
The game did appeal to me. But after watching a few You Tube vids, I'm put off by the very regular character events- you walk a short bit then you enter a fixed event/dialogue.
I may be wrong. I'd like someone to tell me there's some exploration, some instances where you can choose where the next 'character event' will be instead of being told where to go.
Same logic ...
Oh, so its only a game if you can lose at it? so i guess anyone that is THAT good at the game to the point of where they never can lose at it, i guess that game is not a game then?? cause thats how you are making it sound.
I don't care about the challenge of the game, i have real life for challenges, i play video games for the story and gameplay, nothing else matters to me.