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I Was a Teen Exocolonist Provides Hours of Fun (moral)


I Was a Teen Exocolonist is an addictive evil visual novel with beautiful art, captivating characters, great music, and an engaging storyline. As one Narrative RPG With dozens of endings and ten romantic characters, it certainly has a lot of replay value. But its time loop mechanism means you can avoid repeating certain quest sequences or dialogue. You can also save dead characters, if you can figure out how to handle them in time. The initial frantic rush to save people, and the way they reacted when I told them about my past life, gave me the rare experience of feeling like Rintaro Okabe from Steins door.

You gain statistics and relationship points with monthly activities. To succeed at the monthly activities, you use the cards collected throughout the game to match the target number. These cards are your memories, with “big” memories coming in larger numbers.

While the game mechanics themselves are super fun and it never gets old trying to unlock all the endings, it needs to be said that I Was a Teen Exocolonist not for everyone. I don’t mean this in the sense that it is overly disturbing. In fact, Northway displays a full list of content warnings at the main menu (including vandals!), so those who are worried about that can stay up to date.

Perhaps a picture would illustrate a bit more. Check out the gallery below for a few screenshots of the dialog. That said, if you want to enter completely clean, continue to roll.

Depending on how “online” you are, this type of dialogue and character writing can become pleasantly familiar or “a little too much”. As a veteran of Tumblr in its heyday, I personally don’t mind it! And according to the message, a lot I Was a Teen Exocolonisttopic of talking to me. The game takes place in a future and developed culture that is different from the one we have on Earth. While the setting paints a bleak picture of the existence of galaxies, it also presents a picture of social hope, especially in terms of tolerance and diversity. Characters come in all sizes, races, gender identities, and sexual orientations. One character has a pair of gay fathers and another appears to have a couple of gay parents.

In I Was a Teen Exocolonist, your player character is part of the second generation of space settlers. The generation of your parents left Earth (and all its troubles and conflicts) to start a new life. You and your friends were born on the spaceship Stratosphere, and when you’re ten years old, you land on the planet Vertumna. The goal of this game is to reach the age of 20. During the decade you play, you can level up all sorts of skills and relationships. You can also perform jobs to help the colony. Some endings will stop the game before 20, but you have to jump through the hoop to encounter that sudden interruption.

It can be a bit predictable at times, even for someone like me who is already immersed in this kind of language. I feel so bad being able to quickly predict a character’s archetype before the game confirms it through dialog or storytelling. Of the course Nomi-Nomi, the quirky anime lover, talks in a hyperactive way, using the pronoun they/they (and they do). Of the course Tang, the scientist who has talked a lot about how gross and inefficient the human body is, is transgender (and she is). The game includes pretty much every representation you can think of.

However, this is a good problem. The writing characters are excellent and thoughtful. You all start around ten and end the game around twenty. The relationships of the characters change over time, as does their personalities. Anemone and Cal at the beginning are completely different people at the end. This evolution even applies to your internal monologue. When you’re 11 years old, writing feels like you’re reading a children’s book. But the prose gradually shifts to a more complex tone as you get older. Because people are so different in their politics and values, you’ll likely always find yourself up against at least two characters when you’re arguing about what the Strato colony needs. Everyone has their own idea of ​​what is best for the future of the colony.

As a quick note before we move on to the next section, I’d like to say that I haven’t finished all the routes in the game yet. So this is based on my experience so far. For reference, I’ve completed four different lives. However, these are things I’ve noticed for the most part of my playthrough, so I believe you’ll have to really try to see something different.

It happens more often than usual, but if there is an accompanying pitfall Executorcommitted to its ideals, it is a bit too “Lisa Simpson” in its storytelling. At some point, the characters start to talk less like people and more like drafts of a social research thesis. All characters exist as narrative or thematic tools – this is the basic way of writing a novel. But the downside of this method is that it can be unnatural and in extremely confusing ways. It happens so much in the fan fiction setting, that I am very confident that I can build a profile for the writer. mine is a jovialist just from what I’ve read in the dialog and narration.

Honestly, I get the push. As a writer myself, sometimes I really want to make things home that way no one may be misinterpreted. But this happens even for things that could be done with a more delicate hand. In learning the history of Stratosphere, I realize that they are quite cult. The vague sense of victory I felt as I read between the lines and saw the author’s intentions fade instantly when Solana (whom I named my main character) could exclaim “So, basically They’re a cult?!” The way the characters and the story sometimes dictate its politics take away from the joy of critical analysis of the work.

The game involves “preaching”. Characters have lengthy monologues about views that the players of this game may have agreed on. I definitely agree with them. It is like an echo chamber of morality. And presenting only one compelling argument to one side can be a problem when you’re writing a story that’s too focused on social issues. An example of this is in its description of being a vegetarian. Most of the characters are vegetarian because they ate soybeans on Stratosphere, that makes sense. But Vertumna’s soil is very poor for farming. During a cooking event, Aunt Anne suggested eating meat. Tammy responds with almost childish horror, and the game pushes you to negotiate for a vegetarian option. This is because that option gives you the best card.

It is extremely easy to be anti-fascist and follow the path of eco-socialism when the “enemy” is almost a cartoon dimension. You and your pacifist farmer friend watch Vace and his soldiers roast a live animal for consumption. Humans are inherently “evil” when it comes to introducing themselves into established ecosystems, and no one has made a convincing argument against that. I never felt challenged in my opinion or morals, and the game never challenged them anyway. While it’s true that some views don’t need to be explicitly opposed to be powerful, the game is asserting to the point where it feels easy to understand and almost cleaned up. Vertumna is impossibly accepting and diverse, but its story leaves little room for players who don’t share all of its values. Perhaps the cult plot story for Stratosphere more relevant than at first glance.

Once again I must emphasize that I have not seen all 29 epilogues. So I definitely could have missed something on my way. Your ending animation changes depending on whether or not you save your parents and the person you’re dating, as well as the characters you’ve been maximally attached to as a friendship. There’s so much more to see I Was a Teen Exocolonist compared to what I experienced for this trial.

As of the time of writing, I’ve played the game for almost 22 hours. I even once spent an entire day playing it, skipping meals because I was too invested (Don’t do this!), and I still feel like there are endless possibilities for me to explore. Like a space colonist eager to uncover the mysteries of a distant planet, I can’t wait until the next time I can experience a new life.

I Was a Teen Exocolonist available on PlayStation 4, PlayStation 5, Nintendo Switch and Windows PC. This demo is based on the PC version code provided by the publisher.

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