Price (RRP): $20
Imagine you find yourself in the middle of a small war in a nation you’ve grown up in. You make your way to an abandoned building and become friends with people you’ve never met. You have no idea how long the war will rage on and you all have to survive.
How will you do it: will you try to remain good throughout it all, or will you turn to darkness and attack the unarmed, doing what you can to survive?
How will you survive, and could you live with yourself after it?
These are questions that haunt you — the gamer — and the characters you control in a rather unusual title “This War of Mine”, a game that throws complex individuals into a powder-keg of a situation and asks you to keep them alive.
That powder-keg is an armed conflict where supplied are running thin, where you will have to control the characters and get them to survive however they can.
Dig through rubble and open cabinets and storage containers to find food, wood, and parts that could be used to make weapons. Sneak into buildings and pick through people’s private stashes, taking medicine, bandages, cigarettes, books, and diamonds. Make things like beds that make sleeping tolerable or chairs that make a broken home feel more like a complete one, while gadgets can be used to harvest water from the rain or make alcohol to survive the times.
“This War of Mine” is about survival, full stop, and consists of two phases: day and night.
When you start the game, it is day, and you’ll be asked to scour this home that you have arrived in with a few colleagues. You can switch to each player by selecting them, and each is good at something or another. It might be running speed, stealthy footsteps, or being able to carry a lot of gear.
In the beginning, you’ll need to see what the house has for you, and then make things.
It might be a bed, and it might be a metal workbench so you can build a shovel to make digging faster and easier, while a crowbar could let you in places.
Daytime is about the things you can do at home, turning your shabby abandoned shelled out building into some place you’d like your digital citizens to live, and telling them when to eat, when to sleep, and when to negotiate with others for more goods.
Then there’s night.