We Should Talk
As we begin to enter what is the new normal as the world is set to allow socialising again, what better way to get back into the swing of things than with a game that lets you practice your one-liners, sarcasm, flirting, humorous and witty retorts and opinionated rants from the comfort of your own home. Well, We Should Talk allows you to do that and more in a simulation game that has its own unique brand of charm.
This game takes the ideas formulated by 2006 AI-powered title, Facade and brings the style into the modern age of gaming. It uses simulated situations where you converse with other individuals, formulating the ideal sentence to get the best possible result from your encounter.
Blink and you’ll miss it
As more of a disclaimer than anything else, we guess we should warn you that this game is incredibly short. If you stop to ponder every decision as if it were life or death, you may be able to stretch your experience of this title to about twenty minutes at best, making this one of the shortest games your likely to experience this year. However, this is not to the detriment of the title. It’s really down to how you perceive this one.
This game is more of an interactive experience or a contained social experiment concealed within a video game shell. The whole narrative can be summed up as an extended conversation in a bar. However, the branching paths this conversation can take are what makes this game appealing and very re-playable.
Dialogue over design
The game works hard to deliver a dialogue system that really shows what AI can do when let off the leash. However, with this fixation on one aspect of the game, it’s clear that other assets were left by the wayside and suffered as a result. The art style is one such asset that can only be described as passable at best. It’s approximately one notch higher in quality than having Nintendo Mii models as characters and it all seems a little ham-fisted when put together this way. Perhaps the other assets we’re just a means to get the dialogue system out there but it’s poor all the same. Multiple Endings
The game does have a series of endings that vary depending on the choices that you make in your short conversation in the bar. However, despite the dialogue leading up to these endings being interchangeable and very well written, it seems that this is often not translated to your end result. You’ll find that even with changes to your initial conversation, you’ll end up with the same overall ending than your last play through. The only way to stop this is to answer questions completely in contrast to your last run which leads to some uncomfortable and really unnatural gameplay which is really frustrating.
A Botched Experiment
While the dialogue system for this a game is something that we have never really seen before, it’s clear that it only has legs within this particular game, hence the short run time.
The art style is poor, the story while decent isn’t anything that will serve long in the memory and when you get your ending, you will have the option to go in search of all the alternative scenarios but we doubt you actually will. In short, this is one for those that really enjoy artsy, very particular and conceptual games but for anyone else, it’s probably not worth your time or money.
- Unique dialogue system
- Player driven experience
- Multiple endings
- Mediocre art style
- Forgettable plot and outcomes
- Incredibly short
Download We Should Talk
- PC compatible
- Operating systems: Windows 10/Windows 8/Windows 7/2000/Vista/WinXP