With storytelling similar to Receiver. You can unravel the story at your own pace. The gameplay has a good mix of chaotic, high-pressure sub-par cooking and relaxed exploration outside the restaurant. I won't spoil here: there is a *lot* to uncover about the world in which you live. Just take it at your own pace. It is a rewarding experience.
Normally, I would wait to finish a game before reviewing it, but as some of the other people clearly didn't make it past the first half hour before giving up and deciding to flame this Amnesia entry, I suppose I won't wait to finish it either. Please ignore what every other review says. I'm sorry, but they're wrong. Have you noticed that not one of them can point to why they don't like Tasi? I saw a couple even claiming Simon is more relatable than her, but I don't know of anyone on GOG who is a 19th century madman with enormous funds to pour into some weird vague machinery. The lore is spaced just fine. Again, others don't realize that because they don't even make it to the first hub. Sure, it's a bit heavy in the beginning, but that's hardly unexpected. Hardly gamebreaking. And then of course, there are the "walking simulator" complaints. Once again, try playing for more than 20 minutes. I'm enjoying the story, the enemies and environs are plenty scary, and the gameplay is very satisfying and puzzle-y. My only complaint is that the lantern's lack of efficiency breaks suspension of disbelief, somewhat. Otherwise, I love it. Get it, try it, and please actually make it past the story set-up sequence.
First of all, this game borrows liberally from Dead Cells, mostly in terms of upgrade mechanics (upgrading one of three stats, unlocking new items, etc.). This isn't necessarily a bad thing, as Dead Cells is nearly perfect. Now, the game: You play as William Mason, recently deceased. He's evidently not good at dying, as he can't seem to stay put, wandering through Purgatory seeking: revenge, probably. This is what makes it a roguelike: you get a little bit better, a little bit stronger each time. It's hard to go wrong with that. The gameplay itself is unusual for a twin-stick shooter: instead of bullet hell or swarm enemies, it's a proper cover shooter. That means you have to think somewhat tactically, which I love. Nothing like diving behind a sarcophagus just as the enemy's bullets hit the side. The game is, all around, quite good. It doesn't quite measure up to Dead Cells, but it comes pretty close. The visuals are nice, the combat is the ideal "easy to learn, hard to master" type, and it's wonderful hearing Ron Perlman's voice in an indie game. This is far from an in-depth review, but nevertheless, I hope it helps.
I love this game. It was what jumpstarted my obsession with submarines, and is what continues to nourish that obsession. What strikes me the most is the attention to detail. There are the technical aspects, which are very well done: excellent sonar model, very accurate submarine specs, real tactics. The store page description is definitely accurate. And then there are the gameplay details. Just recently, I stopped an invasion of Taiwan. I didn't sink all the ships, maybe about half of them. I then escaped since I was out of TASM missiles. I still won, because I crippled the invasion force. That is superb game design. Also, the game files are easy to edit. I like the Alfa sub (it completely changes your tactics so beware) and I wanted to make it suitable for the campaign. I added it to the roster for the first campaign and gave it minor upgrades so it would be almost up to par with American subs, while still having its unique quirks. This is a fantastic game.