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Reviews for "The Evening of the Son"

You really need to stop doing these types of games. They are getting old, really fast. The game-play is monotonous, and the story is so overdone. You need to come up with something more original, instead of recycling the same material. I enjoy your point and click adventures, but these are boring as heck, where all you do is just click, with no thought involved. Also, I'm not sure why he downs 4 gallons of water in a bad night, when water is much rarer than food. It doesn't make sense that he would waste water like that - just a thought.

What I don't like is when resting, both the energy you recover and water and food(as separate values) vary in a way that seems random. Why does recovering X amount of Energy(5, 10, or 25) sometimes require 1 water and 1 food, but sometimes take as much as 6 food and 6 water Recovering energy is made worse by working out, as you invariably spend 30 energy working out each time. And you get so many medkits it's not even worth the increase in maximum energy or skill increases.

When searching for food, you are more likely to find food than water. Why? If that must be the case, then why not just add a "Search for water" option? As is, it's a much better bet to just travel and hope you run across some water, which you will then immediately have to spend on resting, and I've explained the problems with that. Of course, it was when I ran out of water and decided to rest anyway that I discovered you lose health instead of food and water. I had accumulated 35 medkits by then and started resting and working out, and popping them whenever my health dropped too low, rendering food and water, of all things, obsolete.

When trying to find a way across...something(I forgot), there's a flaming car in your way. When you choose to get rid of the flames, you're provided with the option to use some tarps to beat them out, but when you click on the option to go ahead with it, it doesn't take you away from that screen. You must choose to find another way. It appears as if something wasn't finished there and left out.

When traveling and coming across situations in which you are provided options, the consequences of any given option don't appear to vary. If you choose option "A", you lose 1 Energy and gain nothing, period. Why?

When searching for ammo, you can find, say, 2 bullets. You could have all of 2 bullets when proc'ing the shootout, which takes away 20 bullets. How!? I thought I had 2! And how are they so capable and liberal with their own ammo to have a shootout with one lone survivor that said survivor would need to expend 20 bullets? Now that would be interesting: choosing whether to be liberal with ammo or conservative, flanking and striking in close combat whenever possible(at the cost of energy/health).

Don't doctors usually make you rest or, y'know, prevent you from straining yourself for a nonspecific duration? Wouldn't that count towards energy recovery? One night stands apparently do. Now that would be an interesting variable to add: morale. There's a number of things you could do with that.

I beat the game and didn't get achievements for meeting the Sagi crew, eating a lot, meeting the doctor, having a shootout, finding a safehouse, and meeting the stranger(Things). Kinda feels like I should have.

It would be nice to see sort of roleplay element added. Maybe you meet some new-blood on the road and decided to travel with them((or not), and your actions influence their perspective(try to be dynamic with this), and even their life. Choosing not to travel together could lead to XYZ, etc. Maybe they aren't on the same road as you, and maybe you decide to change your destination. Who knows, maybe you visit more than one settlement. Maybe your choices determine how things go bad(whether you make things terrible, your companion does, by default, or somebody there is a problem child).

As it is, there's really no sense of accomplishment when you the player have finally reached your destination. Good job! Game's over, go home.

Hyptosis responds:

Sorry you didn't enjoy the game.

Chiming in with others, it seems like water is very hard to come by -- I thought it might have just been my bad luck but looking at the reviews it's a common issue. Simply put, water needs to show up a lot more often than it does, at the same rate as food, anyway.

Hyptosis responds:

I'll see if I can fix it.

This game is not that great. The concept seemed cool at first, despite it also being generic, but it definitely wears thin once you play the game for a few minutes. I understand that, in the real world, luck plays a vital part of life. However, the luck implemented here is just... eh; it's hard to even progress because of the luck system. My main complaint of the system is that it values some things over others. Currently, as I type this, I have 143 food, yet 0 water; even though I met the Sagittarian crew, the supply of water they gave quickly dwindled. Don't even get me started on the armor availability. Alongside that, it seems that I can't go anywhere for long periods of time, as the miles to my destination barely go down. Even if I decide to travel, its mostly either a tedious fight or the same scenarios over again. Also, just a little nitpick, there are a lot of spelling errors. Overall, I tried to like this game. Heck, there were some moments I did, like when I met the Sagi crew and Dr. Jones. But, there is just too much missing, and in turn a lot of disappointment.

That said, it probably could have been better with an element of strategy mixed in with the luck. By this I mean that when you get to an area, there is a description and from there you can tell if there are certain supplies or not. Just something to even the odds.

The game had potential. but it really just felt like a rehash of the prequel without any real polishing. The low water probability was annoying and i ended up just using all my water to work out because i was already trading medkits for energy the entire time anyways. You lose your weapons and armor way to often even though the zombie fights were rare at best. The random events were still overused and once you saw the 5 or so events you already knew what to do the next 10 times you saw it. More random events with different results from the actions each time would have kept it a little more interesting. Even the artwork was reused from the last game for the most part. Winning the game was really just as simple as spamming the travel button, stopping just enough to get medkits to trade for rest when you needed it. you never needed more than 5 or so ammo for the zombie fights that did show up. I was a little more generous with the last game as far as scoring went but this was nothing new and had none of the improvements i was hoping for. i Know you could do better. Im a fan of your interactive stories but this was more tedious then fun,