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The game revolves around deliveries that take time to arrive to your fireplace. There are time constraints on these deliveries that force the player to wait, unless you purchase postage stamps by unlocking combo's. As such, most of the time played in the game will be in a more 'idle' situation waiting on the deliveries instead of actually using the deliveries to solve the puzzles. See More
Certain items may have odd properties or work together with other items to create unexpected results. A list of combinations, where the only hint is the name of the combination, gives the game another puzzle-like layer that you are required to solve to progress further. For example, a somewhat vague sentence (such as Wooden Block Combo) will be given and the player must analyse and choose the correct materials in order to process further. See More
You spend most of your time throwing things in an ill-conceived invention for kids called the Little Inferno fireplace. By setting things on fire you get money that you can spend to buy more things to throw in the fireplace. There is a subtle plot that may make you re-evaluate your actions. See More
The gameplay mechanics in Little Inferno stay the same: you use the fireplace in order to burn materials and create combo's. Even when unlocking newer catalogs with new materials to burn, not much changes in terms of gameplay. The puzzle hints that are provided also are quite similar, which can make the game feel rather monotonous. See More
Excellently crafted, hilarious writing delivered by a well spoken, charismatic British narrator. Kevan Brighting has become somewhat of a cult success since the game due to its cult like status which just shows how deserving he is due to how well done the narration of the game is done. See More
The game encourages players to explore decisions that would change the meaning of the presented story. What if you took a left turn where the game asked you to take a right? What if you decided not to push a big red button needed to continue playing because you didn't agree with pushing the big red button? What if you died in a boss battle? How would that affect the narrative of the game? The game rewards you for not following the "intended" narrative structure of the situation in order to point out how the structure is unavoidable in games as a whole. The process of attempting to break the structure can be highly satisfying in The Stanley Parable and can help you better notice limitations of narrative in other games. See More
Points out narrative limitations in games by encouraging breaking narrative structure through gameplay
One of the main themes of the game is the illusion of choice that's presented in games. While a player can make a vast number of decisions in the game, the narrator reminds the player he can only make decisions that the game allows him to and how the game manipulates the player into making them. The narrator points out that not just common choices such as what path to take to get from point A to point B, how to approach a certain situation or what ethical choices are available are limited to the game's designers having thought of and implemented those aspects of the game, but decisions such as purposeful suicide, not taking action, disobeying instructions and even turning off the game are only there if the game allows them to be there. See More
The game tackles topics such as ludonarrative dissonance, choice in games, narrative limitations, etc while mostly focusing on the relationship between the game and the player in terms of storytelling in a very meaningful, educated and entertaining way. See More
Call of Juarez: Gunslinger features gameplay that's focused on shoot-outs with gangs of outlaws and townsfolk. There are different weapons that can be used, including dual pistols, shotguns and dynamite. Boss fights prove to be challenging and varied. Sometimes, the player character's rivals will be faced in a duel, where the challenge lies in sustained control and timing. See More
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