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Eastward release
Eastward release











eastward release

There are episodes in certain towns that in a lesser game might be considered filler, but with Sam’s energy and joy permeating through, it never feels like that. But it’s the strength of the bond between John and Sam, the never-leave-each-other, do-or-die, you’ll-always-be-there-right love that really holds the whole thing together. It’s a pretty episodic framework by the time you get well into it, but there’s reasons for that I won’t go into here. It’s cute, quirky, not afraid to spend plenty of time setting up characters just to move on to the next town and never see them again.

eastward release

Add in the slow build of clues about Sam’s pod-child origins and you’ve got the makings of a great little story. As the miasma follows you and towns in your wake fall silent, there’s a sinister edge to things. Seems maybe the mayor was protecting his town from something after all. They get embroiled in each town’s story, helping out and making friends, but also encountering and investigating the sinister miasma – a black fog that rolls across the surface world and kills on contact. This is not much of a punishment, and so begins their adventure, riding the rails from town to town, exploring a post-apocalyptic world. However, with their new knowledge, they are now a threat to the town and are banished, thrown on a train going Eastward from which no one ever returns. Sam lives with John who takes care of her as her guardian, but when they venture through the Ancient Ruins (an abandoned shopping centre above the station) they find the way out of their tiny world. Ruled over by a tyrant mayor, no one is allowed to even mention the world above let alone leave.

eastward release

The story starts in Potcrock Isle, but don’t be fooled by its name it’s an underground Fallout-type bunker town that resembles an old train station.













Eastward release