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A(s)century

by Austin Walker

Science Fiction
2014

Web Site

(based on 5 ratings)
3 reviews

About the Story

"The deal was done without any organic handshakes. Global United Manufacturing purchased Computextual Services at 1:04:02 PM (GMT), on November 27, 2077. Within seconds, everyone was fired. GUM only wanted the most important assets, and people stopped being important assets about twenty years ago."

A text based cyberpunk adventure/choice-game/history-sim. Game by Austin Walker; art by Steve Kim; music by Scott Hallam.


Game Details

Language: English (en)
First Publication Date: March 12, 2014
Current Version: Unknown
Development System: Twine
IFID: Unknown
TUID: t1nhyhjh4tgv4pgj

Editorial Reviews

Gaming Intelligence Agency
A(s)century: This is Water
One of the great paradoxes of cyberpunk is that it draws a dystopian picture of all-powerful corporations, corrupt governments (corporations again?) and repressive police states where its always night and raining, freedom is dead, and the only thing anyone less than Executive Vice Present has to their name is an exotic off-world cancer. And yet its so cool.
See the full review

Emily Short's Interactive Storytelling
A(s)century (Austin Walker)
A(s)century is a cyberpunk Twine piece about a dystopian future in which the line between corporation and government has been wholly erased, and your job (at least initially) consists of writing ghastly corporatese copy for various advertising purposes.
See the full review

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Number of Reviews: 1
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1 of 2 people found the following review helpful:
Intentionally Simplistic CYOA, March 18, 2016

The choice of random input based solely on the player's aesthetics in not a new idea. From pretentious to extremely pretentious, the virtual human did it, First Draft of the Revolution did it, Hollywood Visionary did it. In A(s)century, Austin Walker does it, and does it right. Most of the choices raise one attribute or another. At first it's not clear what these are and how the options are related to them, but this gets increasingly clear as the game progresses.

What differentiates A(s)century from there is a bonus ending. (Spoiler - click to show)The game mocks its own shallowness and lets you write your own end. Still, the presence of something to search for makes it interesting, a little like in One Week.

The game has two technical faults: the script for moving from one certain point to another freezes the page up, and the soundtrack is on Youtube, rather than included normally. There is a certain irony in making a JavaScript-based game unplayable on phones.


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