And although it’s good that there’s nothing here which will leave you reaching for a walkthrough, the adventure gamer in me would have loved a bit more challenge.Ī situation occurs towards the end of the game which changes the dynamic of the relationship between the protagonists. It seems that these scenes can be bypassed if you don’t want to take the time to search but that would mean missing a few important plot moments. At one point for example, you must find a key to unlock a filing cabinet in a school building and get your hands on an old newspaper article. Some very minor puzzles provide short breaks from the storytelling. Handwritten letters and recorded cassette tapes reveal more about other people in a similar situation to Riley, enhancing the mystery of Josh’s identity and his relationship with these individuals. The former will sometimes take notes in her journal and draw sketches of the things she has seen, giving a little more background information if you take the time to check it. You can interact with most of the objects you find and picking them up will usually result in an observation from Riley or recollection from Josh. Occasionally you’ll stumble across something which will push the story forward. It’s a beautiful, painted journey through silver birches, abandoned houses and sandy beaches, during discussions where Josh shares the memories coming back to him about these places and the people he used to know. There may not be any game-over states here, but your decisions will determine which of four endings you’ll ultimately arrive at.Īlthough the island you explore feels open and I could wander among the trees and overgrown grass, subtle highlighting guides you down a linear path so I never felt unsure of where I needed to go next. As Riley, you can be open to your experience on the Rogue Islands and encourage Josh to share information or you can be defensive and refuse to build a friendship. Several dialogue options are presented on screen during conversations and a limited amount of time is given to make your choice. The player is given some responsibility for creating the bond between them. I guess it’s particularly difficult to build that trust when they’re a ghostly voice inside your head. At the start of the game, they’re both lost in their own way and rely on each other for support but at the same time, there’s still that underlying suspicion about this person they don’t fully know yet. Nola Klop and Phillip Sacramento do a wonderful job of bringing the characters to life and showing their growing relationship. Like Marie’s Room which left me impressed with the voiceovers, the same is true for Ghost on the Shore. It feels like it’s been a long time since I came across protagonists about whom I wanted to discover more, as much as these two. Together they set out to explore the Rogue Islands, searching through the crumbling ruins of those who used to live here to discover what caused Josh’s death. She quickly finds it when a storm causes her boat to hit the rocks of a desolate island that’s not on her map, and it’s thanks to the advice of an amnesiac ghost named Josh that she manages to survive. Players step into the shoes of a young woman named Riley who heads out in her sailboat seeking herself and adventure. ![]() After starting the game one afternoon, I didn’t move until I’d completed it around four hours later. ![]() I must issue an apology to both the developer and publisher here, as the code was provided back in February and it’s taken me a few months to get to the stage of posting this review due to my break from blogging. I recently had the opportunity to play Ghost on the Shore thanks to a kind review key from Application Systems Heidelberg.
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