The Red Strings Club is a cyberpunk narrative experience about fate and happiness featuring the extensive use of pottery, bartending and impersonating people on the phone to take down a corporate conspiracy.
The professed altruistic corporation Supercontinent Ltd is on the verge of releasing Socia...
The Red Strings Club is a cyberpunk narrative experience about fate and happiness featuring the extensive use of pottery, bartending and impersonating people on the phone to take down a corporate conspiracy.
The professed altruistic corporation Supercontinent Ltd is on the verge of releasing Social Psyche Welfare: a system that will eliminate depression, anger and fear from society. However, the bartender of a clandestine club and a freelance hacker doesn't regard this evolution as an improvement but as brainwashing. Alongside unwitting company employees and a rogue empathy android, the duo will pull all the strings they can to bring down this scheme.
Cyberpunk Thriller Narrative
Uncover a mysterious corporate program that promises a blissful existence while debating what does happiness means and what lengths are permissible to obtain it.
Psychological Bartending
Read your customer's’ mood and mix the perfect cocktail to manipulate the client's emotions in order to gather the information you want and progress your agenda of stopping Supercontinent's plans.
Genetic Implant Pottery
Design genetic implants at a high-tech lathe to change the attitude and direction of the corporation’s most influential executives.
Vocal Corporate Espionage
Assume the voice of important figures in the Social Psyche Welfare project and play their own motivations against each other over the phone to uncloak their plans.
Copyright 2017 Deconstructeam. All Rights Reserved.
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avatars
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System requirements
Minimum system requirements:
Recommended system requirements:
Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
Recommended system requirements:
Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
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DRM FREE. No activation or online connection required to play.
I don't usually play this genre, but this was such a great experience that i'm wondering how many other gems i'm missing out.
The atmosphere was dense, well delivered by design and music. The writing left me thinking long after i closed the game. Made me more selfaware, and sometimes the game played me better than i played it.
Worth every cent and hour i put into it.
I've never before seen a game actually respect player dialogue choices the way this game does, and the ways in which you interact in the last half of the game feels more free-form and explorative than what is usually afforded in adventure game narrative pathing. They sell the illusion of choice really well by having what I assume must be a metric ton on bespoke dialogue content.
Great story, makes you think, makes you question your own ethical beliefs constantly. I like it.
This game's aesthetic is nice. It's the best thing about it. I like the art direction and execution. The music is ok. I put 2 stars.
The missing 3 stars is due to the writing, and the mini-games.
The mini-games can be fun (pottery and bartending) if you get into it. However, their mechanics are disconnected from the overall design of the game. Some might like this kind of disconnected gameplay, but personally, when I get into the mood to follow the narrative, it was irritating to be distracted by challenges to my dexterity.
But my main issue is the writing. They chose to deliver the game with writing at the forefront, but the story had little subtlety, and much verbosity. Despite the verbosity (or because of it), it wasn't very good at explaining what the world was about to a newcomer, so it handed me minutes of confusion before I understood the premise.
When I finally got my bearings I was treated to a click-fest. Advancing the dialogue requires clicking the text box. Normally, this wouldn't be a problem if the dialogue was interesting. One aspect that irked me was that it consisted a lot of useless expressions and turns of phrases you have to click through. These were probably an attempt to develop character, but to me, they were actually barriers.
For a narrative game, the writing fell so short of my expectations that I couldn't find the patience to finish it, so I'm afraid I don't know how it ends or what it's about.
Overall, it was tedious and boring as a narrative game. I think it would have been much improved if they concentrated on using art to express the world and story, using dialogue only when necessary. I.e. show, not tell.
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Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access
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