What is the ideal scenario for selling things they don’t need to the masses and making harmful products seem necessary? By Fictionama Studios (From Dead Synchronicity: Tomorrow Comes Today) is a world filled with fear. An irrational and ingenious fear based on lies, fake news and communication management. At least that’s what he went through Tried by The Fabulous Fear Machinewe dedicate the second to this interesting game.
local myths
The new demo allowed us to try an additional task. first campaign: After spreading fear in the UK, we had to expand to other European countries stretching from France to Ukraine, the Balkan peninsula in the north and Greece in the south (Italy and the Iberian peninsula will be in the third mission, as far as we can guess). In this case, the goal was to be able to sell a psychiatric drug with a strong addictive side effect. Compared to the first mission, where you can read its full report in the first test dedicated to the game, and where we guided you for a more accurate explanation of the basics, we were only able to try one new mechanic and discover another. a piece of the story of the hero of the campaign. But let’s go in order.
after planting seed of fear (We chose to start with the region that includes France, Belgium and the Netherlands) and after distributing the lies we needed to get psychiatric medication accepted, we noticed new icons under the names of the respective regions. By hovering over it, we learned that there are stories that have always frightened these populations (no, not a bidet) and that, if fed properly, can instill more fear than normal urban legends. Unlike other plots that need to be developed by producing and spending certain resources, I local myths You have to accumulate stories, which means you have to explore all the cities to get first-hand accounts to take advantage of it. For the rest, the system remains the same as for the other cards, with a selection of keywords for each level step useful for amplifying the effects of fear on the population.
Gameplay and storytelling
in terms of Gameplay convenient, therefore, the differences between tasks were minimal. Here, the difficulty was a little higher thanks to a larger area to pollute and a slightly more aggressive enemy, but in principle things to do didn’t deviate too much from the first mission as agents were the key to everything. The idea we have is that the difficulty of the first campaign is deliberately kept very accessible so that even non-strategic and management buffs can progress and get into the game. So it is hoped that things will get complicated as the experience continues, namely the last two missions of the first campaign and the other two campaigns. We’ll let you know when we’ve tried everything.
Talking about storytellingThe second demo of The Fabulous Fear Machine confirmed the impressions drawn from the first demo: the developers paid special attention to this part, creating an almost Faustian-looking relationship between the machine and the protagonist of the campaign, and psychoanalysis between the latter. mission and the other is to uncover his true existence and the reasons that make him who he is. In other words, the bill that had to be paid for acquiring the power of introducing the currency was the emergence of truths that each of us carried like luggage, stripped of our consciences that we could not get rid of in any way. The story always moves between the dialogues and the comics; this allows you to explore some key elements of the protagonist’s history associated with his development as CEO (between one mission and another, you can choose a malicious trait to develop, for example the ability to lie). giving bonuses during the game). We’ll see what implications there will be in the final version and how the whole conversation will unfold.
DEFINITIONS
- Expressively hides more than meets the eye
- Very successful in style.
- Doubts remain about diversity
- And also those who use conspiracies to reveal the nature of conspiracies
Source: Multiplayer
