SAAAM by Ogniok 2015-12-19T19:11:00
+ I thought the environmental storytelling was very strong. The barren living quarters, and the fact that the AI uses the sprinklers if you don't shower give a good strong first impression that you're just a meat puppet and nothing you do is of consequence.
- The long intro sequences and evaluation sequence feel like missed opportunities, since one locks you into a single position and the other don't provide you anything to interact with. Long monologues are usually used as excuses to give the player an excuse to look over the environment but since you can't do that it just wastes the player's time.
- The fact that all of the choices are binary prompts really kills my impetus to explore for more endings: I already know roughly what dialogue I'd hear, the order I'd hear it in, and where I can deviate from that, so I don't feel like I could be surprised if I just try playing it one more time. It feels more like a Telltale game, with a single story that has a bit of variance, instead of the Stanley Parable, which is an environment where you play hide-and-seek with the dialogue triggers, if that makes sense.