Showing posts with label Interactive Fiction. Show all posts
Showing posts with label Interactive Fiction. Show all posts

Friday, December 4, 2020

Visual Novel Review: 1-800-SUPER

Today we're going to do something a little different. In the past, I've been asked to review audio dramas, but this is the first visual novel/video game I've been asked to review. Well, it's also sort of an audio drama, but we'll get into that soon enough. All of that is to say that we'll be taking a look at 1-800-SUPER

1-800-SUPER takes place in the moderately nearish future of 2056. You have recently been hired by a hotline for superheroes and supervillains. You got hired thanks to your stunning, though typo filled, application...and because nobody else applied. The hotline has been redirected to your cellphone. You will help guide the heroes and villains. However, you must also mind the balance between good and evil. Maxing out the meter on either end will result in bad things. If there is too much good, then the city will be turn into a surveillance police state where the superheroes rule as autocratic dictators. If, on the other hand, there is too much evil, then the city will descend into anarchy, and the villains will have free reign. Each choice you make will impact the balance, so choose wisely. 

I was approached to review 1-800-SUPER by Markus Witzlhofer. He contacted me on behalf of Pangolin Park; a small indie company based in Berlin. They had come out with an interactive audio drama game, and were wondering if I'd be up for reviewing it. He also mentioned that the team were all fans of my blog. As I've mentioned before, I'm a big fan of interactive media, especially Choose Your Own Adventure-type games. Adding an audio component seemed like the next logical step for interactive media. I happily said yes, and Markus sent me a free download code. The game is $2.99 for the rest of you, but honestly, I'd say that's a fair price for the quality and replay potential of this game. 

I've already talked about the general mechanics of the gameplay, but let's talk specifics. This is a mobile game available from the App Store. The home screen of the game looks like the interface of an iPhone. You have an email app where the heroes and villains will send you emails about how your advice turned out. You'll also get news emails if the heroes or villains caused collateral damage as a result of your advice. I should mention that the amount of collateral damage you cause doesn't affect anything, other than pushing your meter more towards the evil side. You'll also get emails from Mr. Souls, your hotline mentor. He'll give you tips and tricks to help you out. 

There's a notes app that gives basic information on each of the heroes and villains you encounter; their names, strengths, weakness, archenemies, and their mental diagnosis. Be sure you read all of this and keep it in mind; it will be important later in the game. There's a music app so you can listen to some music while you work and wait for calls. You also have a Twixta, the in-universe equivalent of Twitter, app. It lets you keep tabs on the various heroes and villains, even ones who don't call you. It also helps you influence the balance between good and evil. You can like or thumbs down tweets. Like three tweets that lean good, or dislike three that lean evil, let's you move the meter slightly towards good. Doing the reverse tips the meter slightly towards evil. You can even do a combination of liking and disliking as long as you get three tweets that lean in the same direction. 

Finally, there is the meditation app. Just press it, if you don't have anything better to do, and the next thing you know you'll be receiving a call. Otherwise, you'll get calls at random while you do stuff and wait around; though usually you don't have to wait long. 

Okay, now let's discuss the story itself. There are two distinct aspects to the story. First, there's the main plotline involving Ear. He's blind, but his superhearing more than makes up for that. He's a hero, but isn't above using harsh tactics and roughing up is opponents, so I guess that makes him an antihero. He's the first hero you help and the only hero you help multiple times. The main plot with Ear is kicked off when another hero named Scarab is murdered. He's a hero who has the power to grant good luck to other people, but can't bring any luck to himself. In fact, he's been plagued by terrible luck his entire life, and is living on the street when he gives you a call. It only just now occurred to me that it's pretty weird that he was able to call me despite being homeless. Did payphones make a comeback by 2056? I mean, I guess he could have asked to borrow someone's cellphone. In the grand scheme of things, I suppose it isn't important. 

Scarab and Ear grew up in the same orphanage, and Ear considers Scarab his oldest and closest friend. Scarab's death hits Ear hard, and he makes it his personal vendetta to find Scarab's killers and bring them to justice. You have the option to tell him to work alone or team up with other heroes, but this doesn't affect the plot of Ear's storyline. As a side note, sometimes the option you get for answers aren't good answer vs evil answer, but polite answer vs jerk answer. I could never pick the jerk answers with Scarab. He's such a nice guy, despite everything he's been through, and I just felt so sorry for him. That was especially bad from my second play-though onwards, because I knew what was going to happen to him, no matter what I did. And apparently he's the third person to wield the power of the Scarab. Apparently it passes between individuals, though he has yet to find a successor. Actually, looking back now, certain bit of dialogue he gives suggest he knew his time on this mortal coil was about to expire. I wish there had been an option to somehow give him a hug. 

We'll get back to Ear in a minute. For now, let's talk about the other characters. We'll start with the ones that are the most important later in the game. Why is this? Well, let's wait until the spoiler section for that. For now, I'd like to take a moment to praise the artwork and character design. The artwork looks like something out of a professional comic book. It's just static images, no animation, but very well drawn static images. One aspect that I particularly like is that the characters all feel genuinely original. They aren't just thinly-veiled versions of pre-existing superheroes and supervillains. Well, for the most part anyway. They feel like original organically created characters with their own backstories and personalities. 

Also, the voice acting is absolutely phenomenal. I'm not familiar with any of the voice actors, though a few, such as Ear, sounded somewhat familiar, just can't think why that is. Anyway, though I'm not familiar with the voice actors, they all did excellent jobs. I see bright voice acting futures for them all. Despite the game being designed by a German company, the voice actors are all American. I suppose that's fitting, as many have noted that superheroes are something of a uniquely American phenomenon. You don't really see superheroes from other countries unless they're consciously modeled off of American superheroes. The only exception to that rule I've encountered is Japan, where you have stuff like Super Sentai/Power Rangers, Sailor Moon, and various mecha series. 

I've always wondered why Europe never really developed its own superheroes. You could argue that many heroes of Victorian penny dreadfuls were proto-superheroes of a type. My guess is that the cynicism that resulted from enduring two world wars soured European readers on the idea of superheroes. Britain tried to produce superhero comics in the 1960s, but they quickly fizzled out. France has a very robust comic book industry in every genre but superheroes. It's interesting to speculate, but we're getting off-topic. 

Our first hero of note is Mister Shine & Sparkle. He's got a power set and costume evocative of Superman, but couldn't be more different in terms of personality. He's an arrogant showboating prima donna who cares more about his social media following than actually saving people. There are a few timed decisions throughout the game, and he's one of them. You have to decide if you want him to put down the phone and be a hero, or use his current crisis as an opportunity for streaming to his followers 

The next notable hero is Blood Sister. She's a vampire, but uses her powers to fight crime. Though she's constantly having to fight the urge to give into her primal instincts. You'll have to decide if you should let her take a bite of the delivery boy. She claims to have ordered a rare steak, but if you do encourage her bite the delivery boy, you'll get an email from the local pizzeria about how they have a job opening due to one of their delivery boys mysterious disappearing. Maybe it was a fancy pizzeria that also offers steak? Or maybe the delivery boy was struggling to make ends meet and was working for multiple restaurants? Or maybe "rare steak" was a euphemism. Though, if you do encourage Blood Sister to bite the delivery boy, the end credits will mention that a pair of vampire hunter named Van H. and Simon B. are sharpening their stakes. I guess Buffy S. had prior engagements. 

Interestingly, she's one of the only heroes with more than two potential endings to her call. You can tell her to leave the delivery boy alone, tell her to bite him, or tell her to rob a blood bank instead. Though, only tells her to note bite the delivery boy, and nothing else, results in Blood Sister leaning to controlling during ending during the credits. More about the credits in a bit. 

Our third person of note is Dr. Know How. Imagine Tony Stark, only he's a villain rather than a hero, and that's Dr. Know How. He's got the most options, out of all the characters, for how his call turns out. Depending on which way you tell him to drive his car he'll encounter either Sakura Flame or Pool Boy. You can help him get away from Pool Boy by converting his car to flight mode and flying to the Moon, or by running over Sakura Flame. Alternatively, you can have him try to reason with the heroes. Sakura Flame will torch him, but getting covered in third degree burns will convince Dr. Know How to turn his life around and use his inventions for good. 

If he confronts Pool Boy, he will drown...and then turn his life around and use his inventions for good. Uh, how could he turn his life around if he's dead? That is particularly odd given that Dr. Know How has three possible ending for the credits; confronting Pool Boy or Sakura Flame being the only option that lead to the same outcome. Seems like there was lack of proofreading during the script writing. But let us move along. 

Fast Justice doesn't have superpowers, but that doesn't stop him from enacting justice fighting against the criminal underworld. If only he weren't complete and utterly insane. I got some Kick-Ass vibes from Fast Justice. He certainly looks like something out of a Mark Miller comic. Fast Justice does make at least some good points. He's right that Mr. Shine & Sparkle probably shouldn't be considered a hero purely because he has superpowers. Unfortunately, Fast Justice being completely batshit crazy, and having a completely black and white outlook on life, undermines these points. You know, now that I think about it, in terms of mentality he isn't too different than Rorschach from Watchmen

Alpha Nukleus is some sort of cosmic entity who has chosen to take human form. This hasn't helped him connect with humanity. In fact, he feels lonely and isolated, because he feels nobody can truly understand him. He's decided to destroy his human shell, which will have the nasty side effect of irradiating millions of people. You must decide if you let him go through with it, or tell the other heroes to stop him. I recall a hero from Astro City, named Atomicus, who was somewhat similar Alpha Nukleus. Not sure if it was intention or coincidence, but if the former, good on the team behind this game. Astro City is an awesome comic book series; I can't recommend it enough. 

On one play through, I think the game glitched and I got a call from Alpha Nukleus before Ear made his first call. I told him to break his shell, as I'd already picked the other option, and I was curious what would happen. Million were bathed in radiation, but Mr. Souls sent me an email congratulating me on a fantastic first day, as he usually does after Ear calls for the first time. I repeat, millions of people received massive radiation exposer because of me, probably fatally so, and Mr. Souls considered that a good first day. Well, he did say it was less about right vs wrong, and more about keeping the balance. It may have been a glitch, but was a damn hilarious glitch. 

Imagine Cthulhu, only he's an evil business mogul, and that pretty much Vlad Xthul. He wants to expand his business empire, but is having trouble navigating modern social mores. Specifically, he wants to knockout the competition, namely Dr. Know How. You can tell him to either buyout the company, or have him break Dr. Know How's leg. If you pick the first, it will encourage Vlad Xthul to go into politics, and he will be elected president of the Atlantic Union...which is a thing by 2056. I'm guessing it's a union of North America and Europe. Of course, as Ear notes, he can't be much worse than the politicians they already have. 

Our last person of note among the really significant characters is Luzida. She has the power to enter people's dreams. Lately, however, she's been plagued by dark visions ever time she goes to sleep. She tried to stay awake as long as possible, and the waters look so inviting. No matter how many times I played this game, I could never tell Luzida to go in the water. I just felt so bad for her, and I couldn't coerce her into potentially committing suicide. I know that seems odd, given that I encouraged Alpha Nukleus and Sakura Flame to kill millions of people just to see what would happen. Well, you know what they say; one is a tragedy, a million is a statistic. And in my defense, the game doesn't try very hard to make you care about killing that many people. Luzida winds up teaming up with Ear later in the game. This will be important later on. 

Okay, those are all the characters who will be important later in the game. As such, they're the ones you are mostly likely to encounter, though you won't get all of them in one play though. We will discuss why this is in the spoilers section. Oh, but we aren't done talking heroes and villains just yet. This next batch are mostly just there to help you adjust your karma meter, but they're still pretty fascinating in their own right. 

First up is Sakura Flame. We've already briefly discussed her, but her issue is that the other heroes give her no respect. The supervillain Glaze has frozen the city's pipes, and poor Sakura Flame has to thaw them. She's planning on getting revenge on the other heroes by "accidentally" blowing up an oil refinery while she tries to take down Glaze. As previously mentioned, should you encourage her to do so, millions will die in the explosion. Personally, I'm still surprised they have oil by 2056. Also, millions die in the explosion? Just how densely populated is this city? Interesting fact, Sakura Flame was not part or the original release of 1-800-SUPER, but was added in a later update. I'm also slightly confused by her name. I get the flame bit, but why sakura. She doesn't have pink hair, she isn't Japanese, and she doesn't have a cherry blossom motif. 

Glaze is also a character you can encounter. He is pretty much the living embodiment of cold. His mother was a glacier and his father was a sea of ice. However, as his power grows, the planet's ice caps shrink, and global warming certainly isn't helping matters. He wants to conquer Antarctica, but is it worth potentially sacrificing his parents? I wouldn't think it would be terribly hard to conquer Antarctica; nobody there but a few temporary scientists, and of course the penguins and leopard seals. Well, unless people have been establishing colonies in Antarctica by 2056. 

Timelooper is trying to get out of the hero business. She has the power to time travel and rewind time. However, every time she does this a miniature black hole opens shortly afterwards. They collapse before long, but they do cause collateral damage. She's on a flight to her new life, but wouldn't you know it, Dr. Know How has decided to bomb the plane. Will you encourage Timelooper to use her powers, despite the risk, or take a gamble on Mister Shine and Sparkle actually showing up to help? You can have Timelooper rewind time, stop Dr. Know How, but then a building gets sucked into a black hole. However, if you tell her to rewind time, wait to see what happens, which enviably puts you back at square one, and then call Mister Shine and Sparkle, it will be treated as though Timelooper never used her powers. 

Geist.app is an A.I. that is on the run, metaphorically speaking, from its creators. They fear it will turn evil, but Geist.app just wants to preserve its existence. You must decide if it should keep a low profile, or if it should defend itself by any means necessary, consequences be damned. I liked that Geist.app isn't depicted as evil; just scared, and trying to survive. And if you encourage it to keep a low profile it decides to optimize email speeds; that was nice of it. 

Maxwell's Hydra is a cyborg monster serpent, and Ear's sworn nemesis. At one point, Ear even calls you while he's fighting Maxwell's Hydra. Despite the fact that Maxwell's Hyrda gets killed at the end of this call, it can still call you later on. Yeah, this game has some issues with continuity. It can't talk, just roar, but you can still help it out. Give it advice on how to how to treat a sore through and it will turn tame, and fight on the side of the heroes. Dr. Know How will, essentially adopt it and give it regular oil changes. Of course, this end will imply that Dr. Know How turned good, even if your choices result in an ending where he remained a villain. 

You also occasionally get calls from people who aren't heroes or villains. Big Bang FM is a news station. They give you information about the happenings of the various heroes and villains. Most of it is irrelevant to the game, and most doesn't involve the heroes and villains you council. Still, some of the stories can be amusing. Speaking of amusing, you can also get people who call you by mistake. One person butt dials you. They don't actually say anything, no matter what you choose, so you can hang up on them without taking a penalty. You can also get a call from a guy who firmly believes that he has called the pizza shop. He will hang up, but you'll get an email from him about how he's leaving a very bad review for the pizza shop. Man, that dude had determination, I'll give him that. 

Okay, I think that should be everyone. Now we're going to be discussing the spoilers for the ending of the game. As such, turn back now if you don't want any of that. 

Last chance. You sure you want to continue?

Well, okay. If everyone who wants out is gone, let's get into it. 

So, Ear discovers a cult who worship Gallion, the Demon of Misfortune. Naturally, they weren't too keen on a good luck charm like Scarab. Turns out that Gallion has taken a human host. Nobody, not even the one hosting Gallion, knows who it is. With some help from Luzida, Ear tracks down the host of Gallion. It is someone the heroes completely trusted, and who had access to them at all times. 

So, who is this mysterious host...you are! There is no option but to kill yourself so that Gallion will die. If you can't do if yourself, Ear will help you out. At this point, Gallion will reveal itself to you. Gallion will quiz you on the six heroes and villains I mentioned at the start of this review. Get all or most of the questions correct and Gallion will be defeated. Well, after you shoot yourself in the head that is. 

Against all odd, you survive the whole shooting yourself in the head thing. I like to think that Ear is right, and that Scarab watching out for us from beyond the grave. You'll get a few more emails from Ear, and he will also send you a new music file. Press play on it, and the credits will begin. The credits begin by showing how all the heroes and villains you helped fared. 

Which endings are good, and which are bad, are a matter of personal perspective. I will say that some of them are counterintuitive. For example, if you let Alpha Nukleus shed his human shell, he'll find a heroine who actually understand him. Stopping him makes him turn hostile to the heroes, and it's clear he still has the capability to do it, and is just licking his wounds for now. Similarly, having Sakura Flame blow up the oil refinery, and kill millions of people, gets her the validation she craves. Convincing her not to causes her to get assigned to a penguin research station in Antarctica, though it is mentioned that she is content and happy. Oh, and this can happen even if you encourage Glaze to take control of Antarctica. Amusingly, even the guy who tried to order pizza gets an ending tell how he is doing. 

Mr. Souls ending always has him get promoted to managing a hotline for demigods. Is that hint about a potential future game. Because if so, that sounds like a totally awesome idea. You could have the callers be children of different god; and not just the Greco-Roman gods, you could also have children of the Egyptian, Norse, Japanese, Yoruba, Maya, Celtic, or any other pantheon. Trust me, there is a huge untapped market for a game like that. I will rally the Percy Jackson fandom in an instant if you guys are seriously going to make a game like that. But I'm getting off track again. 

You can still look around after the credits, though you won't get any more calls. You will still get emails from heroes and villains remarking on how boring everything is now. I guess it's the game going "You're still here? The game is over, go home." Ear will even decide to leave the city as he feels it no longer needs him. Of course, you can replay the game as you wish. I will say that, after about five or six play throughs, I'd experienced pretty much everything there was to be experienced. 

Okay, so overall I greatly enjoy this game, but are there any improvements I would suggest? Well, as I've noted, there are several continuity errors that get downright nonsensical at times. Granted, it didn't bother me too much, but I think it would feel more like the choices had actual consequence if this was fixed. It might also be nice if there were more storylines than just the main one with Ear. Maybe there could be certain events or choices that triggered different storylines. It would add to the replay value of the game. I do hope future updates add more characters, as there are several mentioned in pass, or on Twixta that sound potentially interesting. 

Also, despite the setting supposedly being dystopian, I didn't really see it. Well, other than the whole irradiating millions of people being considered a good first day thing. Yeah, there is collateral damage from fights between heroes and villains, but that hardly makes things dystopian. 

Still, overall these are minor criticisms. I was very impressed with 1-800-SUPER, and I had a lot of fun playing it. I'd love to see the world of this game expanded upon either in updates or maybe in a sequel game. And I'd just like to reiterate that you guys really should give thought to making a demigod hotline game. I'm just saying, huge untapped market to cash in on. But getting back on topic, I strongly recommend you download 1-800-SUPER today. Believe me, you will be glad that you did. 

Well, I think that should do it form me for now. I will see you guys next time. 

Saturday, November 21, 2020

Visual Novel Review: 80 Days

 When I was a kid, I loved Choose Your Own Adventure books. I loved exploring stories where I got to steer the plot, with varying degrees of success. The illustrations that would occur throughout the books was a nice touch too. Thankfully, there plenty of great examples of interactive fiction that are aimed at older audiences. Many video games have successfully adapted the Chose Your Own Adventure format to electronic form. Where I am going with all of this. Today, we're going to take a look at one of the best examples of interactive fiction I've seen in quite some time. We're taking a look at 80 Days.

80 Days is an adaption of Jules Vernes' classic novel Around the World in Eighty Days. Our story begins in 1872. Passepartout is a French valet recently hired by British gentlemen Phileas Fogg. Fogg has recently taken a bet from his gentlemen's club that he must make it around the world in no more than eighty days. Ah, but there is a twist. You see, this isn't out Victorian era. Rather, it is a steampunk alternate history. Passepartout and Fogg much make their way across this steampunk world using several strange, exotic, and sometimes mundane, modes of transportation. How will they accomplish this? What routes will they take? That's all up to you. The choice is yours, so choose wisely.

I was first introduced to Around the World in Eighty Days when I saw Disney's 2004 adaption starring Steve Coogan and Jackie Chan. I think it was that film which indirectly lead to my interest in steampunk. There actually wasn't that much in the way of steampunk in the film itself, though Fogg was a bumbling inventor, rather than a rich gentleman like in the novel. The film deviates a bit from the novel, often for comedy. Eventually, I did seek out the original novel, which is easily my favorite of Verne's work. So, when I saw this game, I knew I just had to buy it.

Now, let's briefly discuss terminology and classification. After mulling it over I decided to classify 80 Days as a video game, but me being me, I feel that's a bit too simple. More broadly, it falls under the umbrella of Interactive Fiction. As the name suggests, Interactive Fiction is any fictional narrative medium influenced by the choices of the reader/player. The exact degree of interactivity varies. On the high end, you have stuff like the Ace Attorney games; not only do you have different dialogue options, but you must collect evidence and call-out false statements in court. On the low end, you have certain types of Japanese Visual Novels, where the story is pretty linear, and the choices don't really matter, or are for purely aesthetic stuff.

 I would say there is a fair bit of genuine choice and strategizing involved in 80 Days. You have to determine the best route first and foremost. You are presented with options as soon as you arrive at a new city, but you can also quite new routs options by purchasing travel schedules. You also have to watch your budget. Different modes of transportation charge different rates. You also have to spend money on hotels if you stay overnight in a city. You do start off with money, and there are ways to gain more as you go. Each stop has a marketplace where items can be purchased and sold. How much each item sells for depends on where you are. Fortunately, the game does tell you where you can get the most for each item. The items are also important because they affect Fogg's health. Fogg takes health damage no matter what you travel in, but carrying certain items in your suitcase help negate this damage. You can also add to his health by attending to his needs before or during travel. You can also get money by going to the bank, but be careful, because Fogg isn't made out of money, and it will run out if you make too many bank trips. You can earn a bit of money by polishing shoes at hotels. Hey, small drops fill the bucket.

 You care the items with you in a suitcase, and you can purchase more if you run out of room. However, more suitcases will increase the cost of travel, and certain modes of travel limit the amount of luggage you can take with you. Fogg will provide commentary depending on what you choose to carry with you. For example, if you chose to bring a gun at the start, and then purchase another one, Fogg will inquire about just how many guns you think you'll need. If you sell the altimeter, Fogg will inquire about what you've done with his grandfather's altimeter. If you purchase a mirror, Fogg will remark about how it is occupying your attention quite a bit as of late.

Your choices have consequences beyond advancing the story. How you interact with Fogg determines how he will view you. Serve him well, and he will consider you a truly worthy companion that any gentleman would be lucky to have at his side. There are also several characters you have the option of romancing. Oh, and Passepartout is bisexual, so you can romance women or men without issue. Play your cards right, and you can even romance Fogg, but that takes a bit of skill.

 The artwork is very well done. You have a three-dimensional globe that tracks your progress. Your latest mode of transport, as well as famous buildings from the cities you visit, are represented as stylized black and white drawings set against color backdrops. The day-night cycle is also represented in shifts in background color. You get the text of the story when you are embarking on a new leg of your journey, when you arrive at your destination, and if you chose to stay the night in a city. And it is fairly substantial text; we're talking multiple paragraphs. Upon successfully completing the journey the route you took will be highlighted on the globe, and you'll get stats about how many places you visited.

 One of the biggest draws of 80 Days is the way that it explores steampunk outside of Europe. Many nations were able to successfully avoid colonization, or kicked out their colonizers. Each nation also has its own unique twist on steampunk technology. You can ride anhinga, a type of fast bird-like airship, in South America and the Caribbean. You can take a mechanical elephant through the mountains of Northern India. You can cross the Pacific Ocean in a steamship that can also turn into a submarine. You can even visit Haiti and see the unique steam-powered cyborg animals they utilize. Well, that and the automatons made out of wood and bone, which are powered by blood.

 Oh, and did I mention that Haiti is a major power in this world? Well, they are, though they're also secretive and highly protective of their steam-powered cyborg animals. In fact, it was Haiti, with assistance from France, that built the Panama Canal in the world of 80 Days. But that's not the only notable change. The Zulu have formed a federation in Southern Africa to resist British colonization. They've embraced steampunk technology thanks to the Artificers Guild, who we'll talk more about in a minute. They've kicked the British and Portuguese out of several parts of Southern Africa; though some areas of European settlement, such as the Orange Free State, still remain. Meanwhile, Madagascar has also managed to remain independent thanks to embracing steampunk technology. Madagascar is also a hotbed of Artificer activity. There also seem to be more gender equality than in our world’s Victorian era. We see numerous women as engineers, captains, and in positions of authority. True, some do mention having to deal with sexism, but its all very progressive given the time period.  

The Artificers Guild is an international organization of scientists, engineers, and inventors dedicated to spreading steampunk technology throughout the world. Their officially language is Turkish, as they claim to have been founded in Turkey, and their members wear bronze flowers. Officially, they're politically neutral, but they do have influence in pretty much all nations. Whether or not that's a good thing is up to you to decide. People of all nations, except the Austro-Hungarian empire, are allowed to join. As you can imagine, the nations of the world are sharply divided in their views of the Artificers.

There are also several secret locations that require you to do special things to find them. For example, there is a flying First Nations city in Canada named Kahwoka Othunwe. Go to either Calgary or Regina and looked for a Cree boy. If you help him, you'll get a mysterious device. After that, head to Toronto. Along the way some Lakota will find you and take you to Kahwoka Othunwe. However, if you're carrying whiskey the council will decide you a whiskey trader, and you'll have to escape on a gyrocopter. If you don't have whisky, you'll get to stay, and will be dropped off in Quebec City.

 Yeah, having certain items in your inventory affects how things go. Sometimes you are given items when chatting with other characters, but this can backfire on you. For example, can be given a copy of Communist Manifesto in Moscow. However, if you have it with you while you're in Vladivostok, you will be arrested and waste four days in prison. I learned that the hard way; I would have won that play-through if I hadn't gotten stuck in Vladivostok. Then again, you'll get arrested anyway if you stay overnight in Vladivostok. The Russians are paranoid about British travelers due to The Great Game. The only way to prevent this is to get travelers papers by stoping at Omsk. And even then, if you got involved in the demonstration in St. Petersburg, they won't mean anything. Personally, I don't find it worth the hassle. My advice, at the Trans-Siberian Railway all the way to Karimskaya. Then take the Trans-Manchurian Railway to either Pyongyang or Beijing, and from there get on a ship to Yokohama.

Another hidden location can be found if you chose you go around the North Pole. Yes, circumnavigating the pole is considered a valid route. Get far enough north and you'll join the crew or an ice walker. Be sure to get into their good graces, because eventually the walker will crash, and Fogg's health will take a serious hit. You need to keep him alive until you are rescued by members of Qausuittuq, a hidden city of Arctic indigenous peoples. Think kind of like Wakanda from Black Panther, but steampunk and the culture derives from the native peoples of the Arctic. You can explore a bit, but the council will decide you must stay in Qausuittuq forever, because of the whole secrecy thing. Thankfully, you can find an airship hanger, which will take you to either Winnipeg or Gastown (Vancouver).

Obviously, there are many different routes you can take. This creates quite a bit of replay potential. The wide variety of destinations, and the choices they present, also adds to the replay value. If you chose to follow the route of the original novel, the events will be fairly faithful to it, steampunk elements notwithstanding. Well, it will be depending on your choices. That said, there are some slight deviations. In the novel, when Fogg and Passepartout are in India they save a woman named Aodha from sati, aka Hindu wife burning. She joins them on the rest of their journey, and eventually becomes Fogg's love interest. In the game, however, she's the leader of an anti-British rebellion in India. As such, she stays in India.

If you go to Florida, you can encounter Michael Ardan from the novel From the Earth to the Moon also by Verne. You can go from a rocket ride, but if you do that Fogg will be killed, and potentially you too if you make the wrong choices. You can continue the journey alone, and you will win if you return to London. Of course, you'll also have to live with the guilt that Fogg died because of you. So you know, win some, lose some.

You'll encounter Inspector Fix in Singapore and Hong Kong. He'll try to convince you that Fogg is a criminal up to no good. Be careful about meeting him in the Hong Kong opium den, because next thing you know you'll be on a airship bound for Yokohama. Then you'll have to perform at a Japanese circus until Fogg finds you. Though, this is all faithful to the novel. Well, mostly. In the novel, Fogg didn't consider balloon travel to be trustworthy. Ironically, more than a few adaptions of the book have Passepartout and Fogg riding in a balloon on the cover. It is possible that the publishers get it confused with one of Verne's other novels, Five Weeks in a Balloon. Of you return to London via Lisbon you may encounter another British gentleman traveling around the world with his Prussian assistant. It makes for an amusing encounter.

 I'm not the only one who thinks 80 Days is amazing. It has won numerous awards. Frankly, it would be easier to list the awards this game hasn't won. And if you're curious about tips and tricks be sure to check out the game's wikia.

I've played 80 Day many times, and there's still plenty of achievements I'm chasing. This is an absolutely fantastic game and I can't recommend it enough. Download it today, you will be so glad that you did. 80 Days is available for Apple, Android, PC, Nintendo Switch, and is available on Steam.

Well, I think that's enough from me for now. I will see you guys next time.