Pc Games Where You Have to Read Books
Video games aren't but nigh shooting zombies or jumping on mushrooms. A lot of them are downright literary—as in, the game revolves around reading text or making dialogue choices, and too, the mood and ambiance stay with y'all after you stop playing in the same way as a haunting novel. Plus, games offer opportunities for immersive storytelling that books can't accomplish (at least non yet). You want to talk almost being fatigued into the story? Try reading a story where y'all control the dialogue, change the consequence, or solve puzzles to movement the plot forwards. Nosotros've nerveless vi atmospheric games for book lovers.
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Device six
Playing Device half-dozen doesn't but feel like reading a story—reading a story is the actual game mechanic. You begin past reading about a adult female named Anna waking upward in a mysterious castle, but the text itself quickly becomes the setting: a sentence that describes Anna walking down a hallway may move directly across the screen, then make a abrupt left while describing Anna turning a corner. You might have to turn your device effectually multiple times to follow the text as Anna makes her way through the castle, or figure out how to open a locked door in society to read the side by side affiliate. Puzzles and plot are embedded in the text and illustrations in a way that truly makes the story come to life.
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Kentucky Route Zero
The spare visuals of this story-driven adventure game contribute to its air of surreality and calorie-free menace. You start out playing as a trucker named Conway who's searching for the eponymous highway, a road seemingly exterior of fourth dimension and space. Every bit Conway travels (including down a mine shaft, on the back of a bird, and yes, along Kentucky Road Cypher) and meets new people, the actor occasionally inhabits his traveling companions, learning more about their histories and the strange alternate Kentucky where they live. The atmospheric narrative feels a little like reading Flannery O'Connor past way of Welcome to Night Vale with a heaping dose of David Lynch.
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Night in the Woods
You're a true cat named Mae whose all-time friend is an alligator named Bea, but don't let the beautiful talking animals fool you: Night in the Woods takes on some heavy topics, including mental illness, the troubled American economy, and oh yes, mysterious chthonic cults. At that place are no puzzles to solve, simply your choices touch on Mae's experiences and relationships with her former friends as she returns to her hometown and struggles with the means it'southward changed. You know how books that are ostensibly geared towards young adults are often the ones with the darkest themes, including casually baroque magical realism? That's what it feels like to pilot a cartoon true cat through heart-to-hearts virtually her nervous breakdown and the town'southward string of kidnappings.
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Oxenfree
How much more disorienting would information technology be to read a story nearly fourth dimension loops if y'all were actually experiencing them? In the beautifully illustrated Oxenfree, you explore a haunted island, brand dialogue choices that affect your relationships with other characters, and yes, feel time travel, loops, and even a spot of possession. Exploration gives you knowledge y'all can use in your showdowns with the island'southward resident spooks, which decide the effect of the game, including who lives and who (if anyone) gets erased from being. It's similar reading a supernatural mystery, simply with stakes that experience higher because you're guiding the action.
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Gone Home
The setup—your viewpoint character arrives at her parents' house to find the place unexpectedly dark and deserted—feels like it's setting up a jump scare around every corner. Instead, as you lot navigate your childhood home you besides brand your way through a multimedia, intertextual story, told in notes and diary entries and mix tapes. The start-person perspective feels similar Doom or other shooter games, but the actual gameplay experience is more like an archival research project: you're piecing together a story, and it turns out to be as emotional as any novel.
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Firewatch
In this beautifully illustrated mystery game, your viewpoint character is a fire lookout who's isolated from the world, in contact but with your supervisor Delilah over radio. When strange things start to happen, seemingly connected to an former unsolved disappearance, that walkie talkie and your relationship with Delilah—which the player tin can affect through dialogue choices—may be the only things keeping you tethered to reality. Like an (eerie) epistolary novel, the game centers on how two people talk to each other, fifty-fifty every bit the plot erupts effectually them.
Source: https://electricliterature.com/6-video-games-that-feel-like-reading-a-novel/
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