We'll be able to do what we want in Vertumna during 10 years of our life. Bad decisions don't exist, but are rather a different path we've chosen. That freedom will be extended to our friendships, our working interests, and we'll have to face them being aware there's no way back. This is literally Star Trek for adolescents.įrom the beginning, Exocolonist allows us to choose, from our name to our gender or look, far away from tags of any kind. Vertumna will show us its secrets as we ask it, and it will soon make us decide which type of person we want to be throughout our next 10 years. Along with the different conflicts, we'll try to do the correct things while moving between classes, the job, or spending time with our friends. Exocolonist is, in all its wide definition, an RPG, where we'll write our own story. At the very moment you land, the problems will come one after the other, and we must decide what to do. We represent a 10-year-old young boy who must find his place in this peculiar colony.Īs in an Agatha Christie novel, the first death can happen in the first chapter. We must face food shortage, climate troubles, local fauna attacks, and, especially, troubles derived from cohabitation. These pleasant colonists must face the everyday-problems in order to make the planet habitable as soon as possible. On the other side there's the Vertumna planet, a flora and fauna paradise chosen by our little colony as their next home. Just as the iconic Interstellar movie, this story begins in a spaceship full of colonists that come across a wormhole looking for a better future. This is rather a journey, a trip across our protagonist's life in which we can enjoy the experience of being an intergalactic colonist. It feels a bit unfair to call I was a Teenage Exocolonist a video game.
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