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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."
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 it’s 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… it’s so cool.
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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.
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|Average Rating: |
Number of Reviews: 1
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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.
|After-Words, by fireisnormal|
Average member rating: (17 ratings)
Resolve problems. Open Gates. Free Skycity. Go home. A game where you explore a surreal floating city, in which all room descriptions, lines of dialogue, item descriptions and action text are a maximum of two words.
|The Tiniest Room, by Erik108|
Average member rating: (30 ratings)
An "Escape the Room" kind of game made with less than 300 words for the Twiny Jam.
|Dysfluent, by Allyson Gray|
Average member rating: (12 ratings)
Sometimes talking is easier said than done.