



And the different puzzles tied to the memories kept things from getting repetitive. The distorted art aesthetic works as the game was not meant to be realistic but distorted. What Master Reboot does well is tell a minimalist story with the bulk of the plot hidden throughout the memories. Interestingly there are failure states as there are parts where the player can fail, but death simply reboots the area with no long term consequence. The bulk of the gameplay was around solving the puzzle for the specific area. There are no on screen indicators other then when the player can interact with an object. The art aesthetic goes for a distorted view as environmental objects will be bigger than normal or the area will have different lightning to show that the memory was distorted. When something goes wrong with your file, you must explore your memories to figure out who you were and what happened.Įach “memory” takes the form of an area representing a part of the main character’s past. Master Reboot’s story takes place in a world where the dead can have their memories uploaded to the “Soul Cloud” where they can essentially live forever and be visited by family. While both attempted to tell a story in a minimalist style, I found that I was more engaged by Master Reboot and what it does right is a good example of the elements that a Machine for Pigs messes up on. Master Reboot by Wales Interactive and Amnesia a Machine for Pigs by the Chinese Room. We have an interesting analysis to talk about today: Two narrative focused titles each with their own design style.
