But then players either have little mental challenge or find themselves lost since there's often no real guidance as to exactly what you should do. Usually, players will be using their wits to figure out how to solve puzzles and move onto the next step. Duck behind any row of seats, and you're set. At first, there's a bit of fear and suspense, but then the feeling drops when you realize that you can walk as closely and loudly as you want behind Seren.exe, as long as you don't touch her or allow her to see you. The Flying Memory's "stealth" mechanics, for example, involves the plainest definition of the genre, with Seren.exe walking up and down the middle aisle while players try to look around the seats for buttons that will open the door to the next segment. The biggest problems is that these experiences lose their strength from the lack of any strongly developed mechanics. At best, many of these controls feel serviceable, with the only unifying mechanics being the ability to sprint, jump, use Square to interact with items, and R2 to use items. ![]() The Flying memory, on the other hand, involves using stealth to avoid Seren.exe, before navigating your way to the front of the plane and then later racing down a lonely platform below the plane before it hits the ground and kills you.īut with this random array of mechanics also comes a loosely connected experience and a lack of consistency. The Street level involves racing against traffic down a crowded street, trying not to get hit. Later, players are chased by a Seren.exe-possessed monstrosity, where players must press computer icons to drop barriers and race to the cube that will get them out. ![]() These change memory by memory: for example, the Childhood memory involves being shrunk down to doll size, and using platforming and puzzles to unlock keys. Each stage usually has a blue cube that will lead you to the next destination, a green cube that allows players to safely teleport back to the Soul Village, and red cubes that allow for interaction with the current memory and for completing the stage. When it comes to gameplay, Master Reboot is a mixed bag. Each of these Memories are selectable in groups as buildings in the Soul Village, with the first four available to play in any order, the next four in any order, and then the final three available right before the finale of the game. These include Childhood, a Street, School, Park, Hospital, Beach, Fairground, Flying, Circus, Graveyard and Library memory, each with their own two or three segments apiece, and each with a variety of puzzles, chases and challenges within. The game has players exploring various worlds via Memories 11 stages are accessible via a Hub world called the "Soul Village" the player later finds themselves in. Through all of this you begin to understand how you got to the Soul Cloud, the other people involved, and why Seren.exe - the Soul Cloud's security program - is trying to kill you. By finding the game's collectibles - Blue Duckies - things like images, photos, emails or documents are revealed that further expand upon the backstory of the plot. No, instead, the story is revealed bit by bit, by completing Memories (read: stages/levels), which unlock a string of images. You don't know your name, what you're doing in the Soul Cloud, and potentially whether you're the actual protagonist or antagonist. The game doesn't tell its story in any traditional sense, as far as full cutscenes or dialogue boxes. From the very beginning to the very end, Master Reboot proves it's not like other games. After a massive success, something disastrous has destroyed the server, leading to a major crisis that mysteriously leaves you on a beach after a crash in the Soul Cloud. Master Reboot takes place inside the Soul Cloud, a virtual world created to upload the memories of a person - essentially their soul - so that after death, they can be visited by relatives and loved ones. ![]() It's an experience." Wales Interactive's Master Reboot will be both equally lauded and equally judged based on how gamers feel about this statement, whether they're looking for a fully polished video game experience or an interesting trip down a digital rabbit hole.īut one thing is for certain: Master Reboot has a lot of interesting components that together craft a larger narrative, components that don't always fit together well but do show off Wales Interactive's potential at telling unique stories. Something akin to the popular saying "I'm not religious, I'm spiritual." And this saying goes "It's not a game. There's an occasional saying that is both equally cherished and equally derided in the world of gaming (depending on whom you ask).
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