La Cofradía, by Juan Pablo Fernández del Río

http://international.librojuegos.orgIt’s been a long time since I’ve reviewed a spanish gamebook, and here I come with the first title of the new “Sección 14” series of gamebooks from Editorial Suseya. In “La Cofradía” (“The Brotherhood”) by author Juan Pablo Fernández del Río, we take the role of a member of a fictional secret society in the spanish middle ages, the so-called “brotherhood”, a group of scholars which aim to watch over the accumulated knowledge of humanity throughout the centuries.

First of all, I think it’s only fair to say that Juan Pablo is not only a prominent member of Dédalo, the spanish gamebook association I belong to, but he is also a good friend of mine. That means that this review may (or may not) have a certain amount of bias on my side. You are free to decide how much you can trust my opinions on his work.

The story takes place in the XIV century, at a time in which the Iberian Peninsula had five http://international.librojuegos.orgdifferent kingdoms fighting each other to extend their dominion. The kingdom of Castile (catholic for the most part) and the kingdom of Granada (muslim for the most part) are living a critical moment. After the sudden death of his father, the young thirteen year old Enrique III is crowned as king, and this is percieved as a weakness by the neighbouring kingdoms. At the same time, in Granada, the sultan Yusuf II rises to power, but his rule is short, as his brother Muhammad takes over the sultanate and confines his brother in the castle in Salobreña.

This is bad news for the Brotherhood, as the new sultan Muhammad is only interested in waging war against the Castilians, and not at all in letting scholars do their work. So, a quest is given to our protagonist, an alchemist – called Yusuf, like the jailed brother of Muhammad – to help overthrow the bellicose sultan. He will have to get inside the Alhambra, the palace of Granada, and make contact with a mysterious ally nicknamed “the Falcon“, who is also the leader of the conspirancy against Muhammad.

http://international.librojuegos.orgThere are several things that are very unusual in this gamebook. First of all, the historical setting, wonderfully documented, and very rich in details, as you may already have noticed. But not everything is historicity; our protagonist is an alchemist with real magical powers, that we can use to our aid. There are supernatural forces against us, and a very ancient evil being that will appear at some point in the story. Also interesting is the fact that the book is written in the past tense. “I held my cane against the slashes of that brute…” trying to give the sense of a story being remembered by our character.

Probably the most interesting section in this book is our investigation in the Alhambra. There, we will have to look for the cure of the illness that affects the sultan’s favourite wife, across seven days. And, at the same time, look for the mysterious “Falcon”. What makes this section interesting is the total freedom to go anywhere we want in the palace and its surroundings. The place we arrive to, the particular day and the time of that day (morning, evening or night), the things we have seen before that moment and the objects we have, all of these factors will dramatically change what we experience when we arrive to a place. There are several ways to solve the investigation (some of them better than others), and we can completely avoid some of the encounters. This section of the book works wonderfully well to give the sense of a real investigation in the midst of political intrigue, and it must have been very difficult to achieve by Juan Pablo. The fact that it really gives a sense of an alive and changing environment, can give an idea of the amount of work that Juan Pablo has put into it.

http://international.librojuegos.orgThere are some other interesting things in this book. There’s a “flashback” in the book, where we relive a previous moment in the life of our main character. “Flashbacks” in gamebooks are really uncommon – I only found them in another spanish gamebook, “Cuando vengan a por mí” – and this one is really well done.

To sum up, this is a really good story, well documented and well written, with some very interesting and uncommon mechanics. A very good work by Juan Pablo, in my opinion, one of the most interesting and innovative gamebook authors in Spain.

You can buy the book HERE

Published: 09/11/2015 | Comments: 2

“Ataque a Khalifor”, from @tormentarpg

Sometimes we see some new works in other non-english gamebook communities that surprise us because of their quality. I think “Ataque a Khalifor” (“Attack on Khalifor”), a new title from Brasil, based on their popular RPG setting “Tormenta“, is a good example of that.

This review is translated from the Brasilian blog “Multiverso X“. We thank the people in the blog and the author Ace Barros for giving us the opportunity to translate his article. You can find a link to the original content HERE.“Confront the Dark Alliance, with the first Gamebook of Tormenta!

“Before dying, the spy reported what he saw. More banners on the ramparts of the fortified citadel, indicating the arrival of new war soldiery. Leaders shouting orders, indicating that the soldiery would part for an attack. And slaves carrying carriages with supplies, indicating that this attack would be soon”.

“It cannot be denied anymore. The Dark Alliance is moving. The Kingdom will be attacked”.

“You are our only hope.”

– Baron Rulyn for you

Tormenta is the greatest RPG setting of this country, and it also served as an inspiration for the comic book series Holy Avenger, Ledd, DBride and 20Deuses, and also several novels and short stories. Even though it tells a new chapter of the history of this setting, “Ataque a Khalifor” isn’t exactly a new novel. Neither it is a typical RPG adventure. It is in fact a combination of both.

Yes, exactly that same kind of books we were writing about in the post “Gamebooks – to know more, go to page 42“. Don’t worry! I will not force you to go there and read about all that to understand this entry; I will use instead the brief explanation given by the staff of Jambô: A gamebook is exactly what its name says: a combination of a book and a game, in which you read a story, but instead of following the protagonist, you take choices for him. And in “Ataque a Khalifor”, once you pick up the book, those choices will decide the future of Arton!

In this plot, a dying spy warns that the Dark Alliance – a powerful army of evil creatures – is about to start attacking the kingdom, so Baron Rulyn sends an adventurer hero, with a daring plan. To invade the city-fortress of Khalifor, the heart of the horde, and discover their plan of attack. Only with this information, the Army of the Kingdom will have any opportunity in the approaching battle. The fate of everyone is in the hands of just one hero.

And that hero is… You!

Ataque a Khalifor” is written by Guilherme Dei Svaldi, illustrated by Estevan Silveira, has the graphic and layout design of Daielyn Cris, cover by Caio Monteiro and editing by Leonel Caldela. And if you are worried by the fact that you don’t know the world of Arton or anything about RPGs, forget about that and focus on saving the world. It also has a simplified rules system to help keeping everything in order and concentrating in what’s interesting. After all, what would be the fun of the adventure without challenges and a bit of luck? You can use a pre-generated character or create your own choosing seven races (humans, dwarves, elfs, goblins, halflings, minotaurs or qareen), four classes (warrior, thief, mage or cleric) and several skills. All you need to know to enjoy this adventure is inside the book, apart from that you only need to take a blank page and a pair of dice.

This could be just another interactive book or another good gamebook, like the Fighting Fantasy series, but Svaldi has given us an adventure worthy of the greatness of Tormenta. To have an idea of the size, I will only say that with all the content shown in relation to the conspiracy to attack Khalifor, a thrilling novel could have been written! Can you imagine all that possible thrill being YOU the protagonist? You are not going to be any hero, but a central character, changing the course of the plot with every step. I am not exaggerating, this is, literally, “a renounce on every choice”. Choosing the race and the class, selecting the powers, buying or not buying an object, progressing through the longest path or through the shortcut, being altruistic or selfish, being sociable or not, a success or a failure on a Strength or Ability test, everything is important to bring you closer to save the civilisation or to a horrible death.

Don’t think it will be easy to reach the final ending! Oh, but it’s not the same! Trying to memorize the best options when using a new character won’t make things easier, I say it from personal experience. Every attempt, the book offers a new possibility, be it from having new options, or from the luck of the dice. I was a combative dwarf warrior, a clever thief well versed in crime, a Qareen – a half-genie – cleric, expert in arcane and divine spells, and each of these things took me to completely different details of the story, and it was nice to see how these small details filled the gaps in the plot. There are many hidden surprises!

As in any good story, friends and enemies will also appear and stand out in the attack to Khalifor. Be it from their direct actions or by their influence, many of them will get more space in the story, and grow their significance, but telling more about this would make spoilers and interfere in your choices. The scenery is alive, and every change can be felt during the travel, both in the descriptions and the events surrounding them. The open fields are clearly different than the forest, which are also different to the cities and the dungeons, making it all much more varied.

By the pages that can be seen above, and the cover that can be see below, there’s no need to say that the book part is flawless, right? All the team involved must be congratulated. Every version you choose to own, physical or digital, will get you impressed with the details.

Ataque a Khalifor” is at the same time an introduction to the Tormenta setting, that will help you getting in touch with other products connected to the line (the comics previously mentioned, novels and RPG), a solitaire adventure for enthusiasts, and an epic novel that will ensure many hours of pretenceless fun with a good story, lovable characters and a good dose of action and adventure for a beginner reader/player.

So, what are you waiting to answer the call of Baron Rulyn and save the kingdom?

You can find this gamebook HERE

Published: 02/11/2015 | Comments: 0

“The Lost Legion”, by Marc J. Wilson

The_Lost_Legion_by_Marc_J._WilsonThe Lost Legion” is the second volume of the “Dangerous Worlds Gamebooks” series, by Marc J. Wilson. In it, we will command a group of soldiers in a hostile and unknown land, looking for the mysterious 17th legion, a previous expedition that travelled to the same place in the past looking for riches.

As you may remember, about six months ago in this same blog I reviewed the first volume of the series, “Restless Heart of Evil. The story was centered in the populous city of Deva and outskirts. I was pleasantly surprised, not only with how well developed was the background of the story – that city of Deva full of nuances and secrets – but also with the superb writing style of the author, way beyond what is usual in gamebook writers. If we add to that a fascinating plot full of unexpected twists, you will understand why even today, “Restless Heart of Evil” is one of the gamebooks I’ve enjoyed the most in recent times. That’s why, when Marc Wilson sent me “The Lost Legion”, my expectations couldn’t be higher.

The_Lost_Legion_by_Marc_J._WilsonAs I summarized at the beginning, the story is set on a virgin and unexplored land, and we will be in charge of little more than a hundred soldiers, almost criminals in their city of origin. We will be exposed to disease and to the dangers of the jungle, with the goal of finding the trail of a previous mission, that of the 17th legion, in which only one survivor arrived to the city of Deva. That survivor, a mean-spirited and sadistic pigmy called Butu, will be our guide in this savage and inhospitable land. Our and our men’s survival will depend on the choices we make, and on how much we can trust the advice of our evil-minded guide.

It is very different as a story to “Restless Heart of Evil” in more than one sense. Starting with the environment, a hostile land full of dangers and disease, barely inhabited, in contrast to the urban and populous setting of the first part. Also, the kind of protagonist we will be guiding is very different. In fact, we will act as a group of people during a great part of the story, our men, and we will have to take care of their numbers and their motivation in order to reach a good conclusion. But at some points we will switch to an individual character when, for whatever reason, we get split from our soldiers. In fact, many areas in this story can be explored in both ways.

The treatmThe_Lost_Legion_by_Marc_J._Wilsonent of the story of this expedition is also different to the usual in these kind of tales. If we take “Temple of the Spider God“, from Tin Man Games, as an example of a similar story, we will notice how in “The Lost Legion“, nature and its dangers will be depicted with a much more somber, hostile and realistic touch, not as close to the mere adventure tale as in Jonathan Green‘s gamebook. Here we will be facing real moral dilemmas, we will deal with amoral characters, like our guide Butu or the officer Lodeiro, and even many of our options will reflect the harshness of a historical period very different from our own; like the fact of being able to select slaves as part of our ship’s cargo. I was surprised to find out how a certain object that gives access to some of the most interesting encounters in the game, can only be obtained after taking a horrible decision; to gift our slaves to a non-human tribe, condemning them to a certain death.

It is a much closer reflection of how real expeditions, like the one of Hernán Cortés, could have been during the XVI century, very different to the romanticized version of them we got through adventure novels.

The_Lost_Legion_by_Marc_J._WilsonThe world we will be exploring is fascinating, nonetheless. Full of strange cultures and ancient ruins, maintaining always a solid internal logic though, and giving out subtle clues to make us better understand the ending of the story. It is not usual for a gamebook to entice me to replay it, to uncover all of its secrets, but it happened to me with this one; I really recommend reading it multiple times, looking for different paths. The amount of different possible stories that “The Lost Legions” is capable of telling us is overwhelming. Even after a good number of playthroughs, when I believed I had seen it all, when I talked with the author, I discovered there was a whole new series of encounters I hadn’t explored.

I’ve mentioned the ending of the story. If there was something in “Restless Heart of Evil” that somehow devalued the whole, was the ending. Here it is completely the opposite. The reflection that the author makes through the last section of this book is what gives sense to the whole story. It turns this gamebook, in my opinion, along with Heart of Ice by Dave Morris, in one of the few that not only wants to “entertain us” and be “fun to read”, but actually aims to be a much deeper, almost philosophical, statement. That “other land” that is revealed at the end, a place that is at the same time a blessing and a threat, reminds me of the “desired paradise” central to all religions and ideologies, and reflects a view from his author that is also a reflection of our world, full of contradictions and injustices, but eager to be transformed into a better world.

I can only recommend this “The Lost Legion” for what it is; one of the best gamebooks I’ve played in recent times, a work aiming a different kind of reader, a more critical and more mature one. A reader who not only aspires to get entertained, but expects to go a bit farther than that.

You can find out more about this gamebook HERE

Published: 29/10/2015 | Comments: 5

“Kingdom of Loathing, The Home Game” by @asym

http://international.librojuegos.orgThe Kingdom of Loathing, a browser-based multiplayer role-playing game, famous for its drawings of stick figures and its surreal humor and parody of the role-playing game tropes, has been online since 2003, and during that time it has managed to maintain a very strong regular player base (around 100,000 – 150,000 in 2008).

http://international.librojuegos.orgIt is a very interesting game by itself, with its very peculiar kind of humor and its weird locations and quests, but eventually, it tends to be a bit too grindy for my tastes, just like all multiplayer RPGs. Nevertheless, it has served as an inspiration to several other games, like board games (“Mr. Card Game“) or even… a small and interesting series of gamebooks called “Kingdom of Loathing, the Home Game“.

Apparently, the first of these short gamebooks, was given out at the 2006 San Diego Comic Con to promote the online game, and additional adventures were released in the following years. They range between 68 and 126 sections, and all of them have the same hand-drawn artwork style as the online game and, of course, the same surreal kind of humor. The titles alone can say a lot of what we can expect from them. They are “KoL The Home Game“, “Part 2: Electric Boogaloo“, “Episode 3: Past as Prologue“, “And Now, Something Else Entirely“, “Escape from the Horrors of the Prison of the Towers of the Wizard“, “The Kingdom of Loathing’s Pirate Adventure” and “Lars the Cyberian vs. A Dracula“.

All I can tell about them is I had a lot of fun reading them on my way to work during the two weeks or so that it took me to go through the whole series. It is the kind of humor that makes you laugh out loud at the most inappropriate situations. I had an absolute blast with them, and I totally recommend them for what they are: a fun snack-sized gamebook treat that doesn’t take itself very seriously. Or not seriously at all.

You can find the gamebooks HERE

Published: 19/10/2015 | Comments: 0

A brief look at the 2015 Windhammer Prize

Windhammer Prize for Short Gamebook Fiction is a yearly competition announced by Wayne Densley, author of “Chronicles of Arborell“, a series of gamebooks, stories, board games, etc. set in the same world of fiction, and so ambitions that it would deserve by itself a whole series of articles.

Nevertheless, since its beginnings in 2008, the Windhammer Prize, a competition whose objective is to promote the gamebook genre, has started having a life of its own, and turning into the most important yearly competition related to gamebooks. And, to prove that it’s still on a great shape, now on its eighth consecutive year it features no less than sixteen original works, all of them fulfilling the strict requirements of this competition, that is: size restrictions (a maximum of 100 sections and 25000 words) and the need for them to be original works, with unique worlds and characters.

I managed to read some of these works, and I will give my impressions on them.

After the Flag Fell (Felicity Banks)

This is the first one I read, and the one that impressed me less. Maybe because it tried to achieve something excessively ambitious; to take an historical tour through the life of Peter Lalor – an activist and politician, whose role in the “Eureka Stockade” (the scene this gamebook starts with) is identified by many as the beginning of democracy in Australia – in less than 100 sections (63 in total).

Due to the size restrictions on this competition, a great part of the events are described in such a brief way that we cannot delve into the historical period of the character, nor empathize with his situation. Especially at the end of the story – I guess due to a shortage of time – the choices feel unnatural and out of context. (Do I become a politician, do I start to fight or do I go back to work as a railway worker?)

The gamebook even tries to add some Steampunk elements to the story, perhaps to make it more interesting to the reader, but even those seem out of context and unnecessary.

Alchemist’s Apprentice (John Evans)

In this story, we play the part of the last son of a peasant family which, due to the amount of descendants, is forced to look for an apprenticeship in any profession. He is rejected by the blacksmith, the magician and the warrior of the village, so he ends up being accepted only by the alchemist. Our goal in this story is, therefore, to look for ingredients and to mix potions in order to impress our new master enough for her to accepts us as an apprentice.

The game world is the usual “parody” of traditional role playing games that is slowly turning into a cliché. The text is agile, and it manages to be funny whenever it tries to be, which is not usually the case for these kind of parodies. However, what interested me most was the design of the game world; the gamebook is completely structured with the “free roaming” technique. Since we will be constantly looking for ingredients, mixing them, taking advantage of the power of potions in order to get new ingredients, etc., the vibe we have in this story is similar to that of old graphic adventure games, like “Monkey Island”, with its parodic and memorable characters.

In general, I enjoyed a lot reading this “Alchemist’s Apprentice”. I think is a well made design, competently written and well tested.

Tower of Atrocities of Corruption of Obscenities (Chan Sing Goh)

With this title, we could expect to find the exaggerated parody of a Conan tale. And there’s something of that, of course, but this “Tower of Atrocities” has much more to it than it seems at first sight.

The “gimmick” of this gamebook is to turn the narrator into another character. We will see the narrator bitterly complaining when we take some choices, or even refusing to go on with the narration, and forcing us to start from the beginning of the story, BUT changing some elements from it in order to “make it more enjoyable” to us. This much tampering from a gamebook to a reader I haven’t seen since the times of Dragontales. However, when we reach one of the most difficult to reach endings, we are revealed the reason for this tampering, and everything starts to make sense. Just because of that final nod, I think it’s worth playing this gamebook.

It is an immensely innovative concept, that of “the game that modifies itself“, and I would love to see it more developed in larger works. Not everything is perfect in this “Tower of Atrocities“, of course. The writing is poor at some points, and the humor is a bit too scatological for my taste in some passages. But even so, I think it is worth reading because of its brilliant concept.

Frogmen (Nicholas Stillman)

I have enjoyed “Frogmen” enormously. From the concept of the world (a dystopic future in which the few free people are those tho flew the repression of the continent by living on the sea) one of the most original dystopias I have seen recently, to its narrative voice, very appropiate to the harsh and sharp tone of the future reflected in this work, but rich enough to allow us to grasp the many nuances of this future world without resorting to the “info dumps” so common in science fiction works. Through conversations and several flashbacks, we get an idea of what has happened and what are the reasons for the existence of a world like this.

Since, in addition to that, the characters are distinguishable and “lovable”, with well defined and beleivable personalities, I think that “Frogmen” is probably going to become one of my favourite works in this competition.

A Saint Beckons (Robert Douglas)

Here we have, as in the first of the gamebooks reviewed in this article, an historical setting, although this one is done much more succesfully and with a lot more love for details. In this case, the story is set in the english middle ages during the “War of the Roses” between the house of Lancaster and the house of York. We play the role of a Lancastrian solider mortally wounded, that is miracoulously healed by the brothers of a priory, and by the effect of the “hand of Saint Milburge“, a relic from the monastery. When a couple of souldiers steal the relic, we will have to start looking for it, investigating its whereabouts and the reasons for that theft.

The story, with all its changes of direction and unexpected revelations, works perfectly well, like clockwork. Not only allowing us to feel part of the historical times – very well documented, either when describing the arms of the soldiers, the villages that existed at the time, or even through the colorful language used by its characters – but managing at the same time to make the story interesting by itself, and keep us on the edge until the end.


The restrictions of this competition allow for some kind of thematic or structural experimentations very difficult to find in other published works. I have seen works here that would have great potential if they were developed as longer works. I would love to find gamebooks with the writing style or the setting of “Frogmen”, historical tales as well documented as “A Saint Beckons” or structural experiments as innovative as “Tower of Atrocities”.

And I wonder why it doesn’t happen like that. Is it because it’s easier to innovate when writing a smaller work that is most surely never going to be published, or is it because the publishers would never dare to accept those innovations, and would prefer to repeat time after time the same “classic” gamebook themes?

Published: 12/10/2015 | Comments: 9

Eczema Angel Orifice, by @slimedaughter

PorpentinEczema_Angel_Orifice_by_@slimedaughtere is a video game designer and writer, better known as a developer of hypertext games made with Twine. In her website, she describes herself as “a fem organism in oakland who makes everything“. In this article I am going to briefly describe four of the works that comprise “Eczema Angel Orifice“, a compilation of twenty five of her works

Porpentine is one of the most interesting and intensely innovative hypertext fiction writers there are. Imagine the surreal nightmarish worlds of David Lynch, the strange cities of Italo Calvino, the bleakness of Samuel Beckett in a work of interactive fiction. And after all that name-throwing and reference-juggling you won’t be even close to really describe what Porpentine is and does.

Eczema_Angel_Orifice_by_@slimedaughterYou would be leaving out the themes and the emotional landscape of Porpentine’s work. The fear of being alone. The ritualistic nature of work. The inherent violence of the cities. There is something very dark, very bleak in her works, but sometimes, in the middle of that, you can find real beauty, real hope, and a real hunger for life.

And after all this introduction, I still feel I haven’t said anything about her works that could give you an idea of what you can expect from them. They are not for everyone, nor for every mood. But if they are experienced at the right moment and with the right set of mind, they reveal themselves as one of the most powerful and beautiful experiences you can get from interactive fiction.

Just give them a go. Trust me, they are really worth it.

With nothing else to add, I will start with the games themselves.


Begscape is a very simple game. You are a wanderer, going from one strange city to another. The names and descriptions are randomized, but they are all strangely evocative (“Mursdi is a citadel of ebony bricks and crimson thatch. There are many smokehouses and gambling parlors.“) hinting at a deeper story.

What do you do in those cities? Beg. Just beg, for food and shelter. If you don’t manage to get enough money to survive, you get more and more ill until you die. You can try your luck at another city, but eventually the ending is always the same. You try to survive, you don’t get enough money, you die.

It’s just a short poem, simple but sharp. The contrast between a strange, fantastic world, and the futility of your existence. So many things to discover, but so little things to do when you are powerless, and always death at the end of the way.

With Those We Love Alive

Eczema_Angel_Orifice_by_@slimedaughterYou are at the service of a monstrous Empress in a strange world, where everything that happens is dark and disturbing, but everyone (even the protagonist) is used to it. In this game, you are tasked with crafting weapons and symbols for the empress, but you can also spend your time exploring the palace and the city beyond.

Eventually, you discover there’s no use to it. The people in the city are broken and defeated. You explore the canal, the palace gardens, the mysterious temples and streets. Yet, soon there is no more to see, and you finally begin to repeat the same routine time after time, waiting for something to happen.

And it happens. At some points, the world reveals its cruelest and most violent nature. At other points, you find hope. Hope of being loved, hope of becoming what you want to be.

It is a powerful experience (though not exactly a game by any means). And it is the only interactive fiction I know that entices us to write on our skin at several points.

Ultra Business Tycoon III

Eczema_Angel_Orifice_by_@slimedaughterThis would be the closest thing to a game I’ve played from Porpentine. Become a corporate executive in a nightmarish world born from a nightmare of Samuel Beckett and the simulation games from the 80s. The aesthetic of this work tries to hint at those ugly old 8-bit simulators, with their bright colors and their shareware codes.

There are puzzles in here, and some of them are very good (my personal favourite is the one related to the difficulty setting). But the best of it is the description of the world, a satire of capitalism and cyberpunk sci-fi. Ugly and gruesomly exaggerated. Our objective in the game is to win one million dollars, in order to pass “The Mammon Gates”, a place “where glory, fame and power awaits”.

And yet there is another story, gradually hinted at, through several passages in italics. Another character, a boy who spends his time playing this computer game in order to forget about the mess that his own life has become. By the time we reach the end, that secondary story becomes the most important one; the story of Porpentine herself.

The last passage in this game is a beautiful and powerful message.


Eczema_Angel_Orifice_by_@slimedaughterThis game repeats one of Porpentine’s main themes: Work and routine. Life as an exercise of futility.

We have been assigned by a mysterious company a position in Skull Village. Our work? To shovel skulls endlessly in a place called “the skull pit”. It is a pointless work, but as Porpentine says, “all work is ultimately pointless under capitalism: self-perpetuating and ritualistic“.

There are other things we can do, of course. We can find out more about the local lore of the village. We can visit the mountain and the caves, and discover hidden and mysterious places.

But at the end? “No matter how entracing the world around you is, no matter what secrets it hints at, you must go wherever they tell you, uprooted from your personal goals“. You end up being “promoted” to have another boring job in another city. You end up repeating time after time the same routine, the same mantra. All those strange places, those stories only hinted at, will never be fully revealed.

And that’s the end of it.

You can find this game compilation HERE

Published: 08/10/2015 | Comments: 0

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