Jonas Kyratzes can do much more than design innovative games; he is a brilliant writer and, well, writers do actually tend to write well and even tend to not be afraid of making games with lots and lots of glorious text. And, apparently, no puzzles either. Or anything that could stand in the way of leisurely exploring a fresh version of 19th century romanticized Arcadia, while avoiding each and every design commandment ever put to paper (or, more appropriately, posted on them internets). That game is none other than Arcadia: a pastoral tale.
Arcadia: a pastoral tale is quite a bit like a choose-your-own-adventure and you can play it for free over at that link I just posted. Though I wont be spoiling what it's all about, I have to admit I was impressed with its rich setting, its subtly subversive ideas, its whimsical creatures and the sheer quality and quantity of its words. Words are much trickier than polygons you know. And as the in-game choices provided by Arcadia are mostly concerned with aesthetics, those Jonas-crafted words do some amazing tricks. You'll see them all if you play through Arcadia twice.
It is, after all, supposed to be a stroll, an afternoon walk, and two walks are always better than one. There’s no challenge, no puzzles, no wrong choices. There’s just the path that you take and the things that you see. Oh, and it's all crafted with the excellent Twine, mind.
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