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About the Story
The domus aurea. The Golden House.
|Average Rating: |
Number of Reviews: 3
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This is a choice game with some images and sound. In it, you play as a poor young thief whose father was the architect for Nero's palace. With the insight that gives to you, you decide to rob the place.
It seems that your choices matter quite a bit in this game. You can choose three different companions. My companion had a major effect on the story, so I can only imagine the other paths were very different. Also, the game referenced how I treated my companion and several other choices.
So there's a lot of replay value here, quality writing, good interactivity. There was some strong profanity and a few filthy-minded romans I met that put me off, so I don't plan on checking the other paths. I also learned some history from looking up things related to the game.
A beautiful piece. I especially enjoyed the background music.
The game is set in ancient Rome, during the reign of emperor Nero; your objective is to rob his palace. The description describes the game as a "comedic historical heist caper" but I would describe it as more "tense" than "comedic."
The slowly revealing text mostly annoyed me though I suppose it did help to build suspense. I wish I could control the pace of the text, because I can't imagine playing the game again while … waiting … for … each … sentence.
Set in Ancient Rome during a turbulent time, this game follows a protagonist who seeks to avenge their father by facing off against a power-hungry and unpredictable emperor.
The writing, tone, and pacing are expertly carried out, with a particularly great sense of setting. I appreciate how this has the feel of a tabletop RPG campaign: the story has a fixed direction in mind, but the ways in which goals are met and obstacles are overcome vary in a tangible way based on the player’s choices.
A minor note is that I expected more negative consequences for messing up, e.g. when I wasted time talking to a couple at the party, or later missed the inside contact’s secret symbol. The game fell forward almost too smoothly with not even “close call” types of consequences, which dampened the tension of the narrative somewhat.
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