I tend to fuss to myself when we play house games. Working out strategies, crunching numbers, fretting over tactical options—it’s an irritating robe that kicks into overdrive when I’m personification a diversion solo. (This is naturally to a almighty amazement of my longsuffering wife, who is mostly in a same room as we drivel forever about fit wood-to-stone acclimatisation rates.) But while we was doing a solo playthrough of a initial unfolding in The 7th Continent, a new mild journey house game, many of my monologues came out as exclamations of astounded joy.
Oh my God, that is SO cool.
Wait…but how does that… oh. Wow. Wowww.
What?!! we adore that!!
The 7th Continent is something else. It’s a hulk diversion filled to a margin with honestly innovative and sparkling ideas. The diversion has a predecessors, of course, though you’ve never played anything utterly like it. It bills itself as a Choose Your Own Adventure book in house diversion form, a arrange of open-world pounded journey that we can play by yourself or with adult to 3 friends. Add in a complicated importance on exploration, survival, and crafting, and we can most hear gamers of all stripes—from sentimental Fighting Fantasy fans to Steam Early Access crafting-game junkies—salivating uncontrollably.
With a game’s second copy on Kickstarter right now, it’s flattering most a usually thing house gamers are articulate about this month. But it’s a really singular form of knowledge that’s expected not for everyone. Is it for you?
This examination contains what some competence cruise light spoilers (nothing over what can be found on a Kickstarter page). If we wish to go into a diversion totally blind, come behind later.
We have to go back, Kate
It’s 1907, you’re an explorer, and we feel like crap.
Several weeks ago, we were partial of an speed to a 7th continent, a puzzling and newly detected land off a seashore of Antarctica. At some indicate during your adventures (you don’t remember when or how), we picked adult a abuse of some sort—a earthy and mental distress that haunts your daytime thoughts and plunges your nights into exhausting, nervous sleep. It’s been rough.
And then, one night, in a center of one of your curse-fueled heat dreams, we watchful with a start to find yourself… behind on a 7th continent? But didn’t you… weren’t we just… ? The usually thing we know with any certainty is that a abuse came from this place, and if there’s any possibility we can lift it, you’re going to have to get to work.
Belying a commanding double-sided and icon-laden actor aids, a gameplay of The 7th Continent is so candid that we could start a new actor off with roughly no explanation. Do an action, pull some cards, see what happens next.
The gameplay is driven wholly by a outrageous box of roughly 1,000 numbered, square-shaped cards. They lay in trays finish with numerical dividers, and roughly any time we wish to do something in a game, you’ll dive into a box and bravery out a card. Decide to transport east? Pull label 163. Open that puzzling box? 345. Examine those footprints heading off into a brush? Hold your exhale and puncture out label 230.
There are radically dual forms of cards in a game: journey cards, representing a turf and essence of a continent, and movement cards, that you’ll play and manipulate to pierce around and take actions.
You start any curse—essentially a unfolding that gives we a thought to accomplish—by fixation your character(s) on an journey label representing a patch of land on a continent. “The Voracious Goddess,” a categorical abuse we played, started me off with dual deceptive clues: a rough map and a thought that we had been saying tortured visions of a bizarre idol.
And that’s flattering most it—go onward and lift a curse! Here’s where The 7th Continent immediately starts to shine. There are no diversion “rounds.” The diversion doesn’t get a “phase” where it fights behind during we like in many mild games. There isn’t even a set start and finish indicate for any session. Instead, we simply take a spin by doing an action, and we keep on going until you’re confident with your session.
You afterwards emanate what’s radically a savefile of your diversion and container a whole thing up; a subsequent session, we collect adult right where we left off. Each unfolding is a long, continual journey that we play in sessions that are as prolonged or brief as we want. My playthrough of a Voracious Goddess took about 15 hours, and we played it in customary 90-120 notation sessions. You’ll eventually possibly lift a abuse or die trying.
Listing picture by Serious Poulp