Always Sometimes Monsters

Always Sometimes Monsters

Logo of Always Sometimes Monsters
Developer(s) Vagabond Dog
Publisher(s) Devolver Digital
Designer(s) Justin Amirkhani
Programmer(s) Jake Reardon
Artist(s)
  • Sarah Dario
  • Kelvin Put
  • Jessica Alves
  • Victor Cueva Rodriguez
  • Donovan Liu
  • Luis Emilio Aceves Amaya
Writer(s) Justin Amirkhani
Composer(s) Laser Destroyer Team
Engine RPG Maker VX Ace
Platform(s)

Release date(s)

Microsoft Windows‹See Tfd›

  • WW: 21 May 2014

OS X, Linux‹See Tfd›

  • WW: 10 January 2015

iOS, Android‹See Tfd›

  • WW: 28 May 2015
Genre(s) Role-playing
Mode(s) Single-player

Always Sometimes Monsters is a role-playing video game created by Justin Amirkhani and Jake Reardon, developed by Vagabond Dog and published by Devolver Digital. The game was released on 21 May 2014 for Microsoft Windows. A later update using the MonoGame framework brought the game to OS X and Linux on 10 January 2015 and to iOS and Android on 28 May 2015.

The game puts players in the role of an author who receives notice that the love of their life is marrying someone else across the country within a month. After being evicted from their apartment on the east coast, players then head to the west coast in order to intercept the wedding and win back the love they lost.[1]

Gameplay

As the game starts, players are introduced to their character through a narrative sequence that allows the selection of their character and love interest. The players relationship with their love interest can be both straight or gay, depending on their choice.[2] From there, the game begins its narrative, told through text windows supported by character portraits. Players make choices in dialogue and in action to alter the course of the story and change the fate of their protagonist.[3]

Players can walk around to explore city environments, interact with NPCs, and find the means to earn money so they may progress to the next location. This often means taking repetitive odd jobs for low pay, or compromising a concept of morality.[4]

The game plays out over a span of 30 in-game days,[5] with time progressing through morning, day, and night as activities and events are completed. Choosing how to spend time during the journey is a key component of the game, as some options disable others.[6]

Reception

Always Sometimes Monsters received generally positive reviews. Daniel Starkey of Eurogamer[7] gave the game a 9/10. Danielle Riendeau of Polygon,[8] Jordan Erica Webber of PC Gamer,[9] and Jessica Conditt of Joystiq[10] all gave the game an 8/10.

Sequel

A sequel, Sometimes Always Monsters, was announced on 13 August 2015.[11]

References

  1. Birnbaum, Ian (30 August 2015). "Always Sometimes Monsters explores the most terrifying setting—the real world". Retrieved 5 December 2015.
  2. Campbell, Colin (18 December 2013). "The Hard Road To Always Sometimes Monster". Polygon. Retrieved 5 January 2015.
  3. Cooper, Lee (19 April 2014). "A Journey Through Always Sometimes Monsters". Hardcore Gamer. Retrieved 5 January 2014.
  4. Davison, Pete (29 August 2013). "Always Sometimes Monsters: A Different Take on Grinding". USgamer. Retrieved 5 January 2015.
  5. Matulef, Jeffery (4 April 2013). "Realistic role-playing drama Always Sometimes Monsters dated for May". Eurogamer. Retrieved 5 December 2015.
  6. Werner, Jillian (26 May 2014). "Always Sometimes Monsters Review". Gamezebo. Retrieved 5 January 2016.
  7. Starkey, Daniel (21 May 2014). "Always Sometimes Monsters review". Eurogamer. Retrieved 5 January 2016.
  8. Riendeau, Danielle (5 June 2014). "Always Sometimes Monsters review: working class hero". Polygon. Retrieved 5 January 2016.
  9. "Always Sometimes Monsters". PC Gamer. 3 June 2014. Retrieved 6 January 2016.
  10. Conditt, Jessica (3 June 2014). "Always Sometimes Monsters review: Being human". Joystiq. AOL. Retrieved 5 January 2016.
  11. Parlock, Joe (13 August 2015). "Sometimes Always Monsters is the follow-up to Always Sometimes Monsters". Destructoid. Retrieved 1 January 2015.

External links

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