
Search for a ruthless assassin in this Gamebook Adventure where YOU control the story!
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Languages: English, French, Italian, German, Spanish - Spain
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An interesting story and nice game.
An Assassin in Orlandes is a computerised version of the physical "Fighting Fantasy" style "turn to section xx" book based RPG of the same name by GameBook Adventures. While the general concept is viable, in this case, there is a bug which causes the mouse pointer to be invisible, rendering the game unplayable. I cannot recommend this due to the game breaking bug.
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Une Aventure Dont Vous Etes le Héros dans le style des Défis Fantastiques, avec des règles de combats plus intéressants, une histoire très intéressante et de nombreux bons parcours possibles. Pour le comparer aux Défis Fantastiques, il se hisserait facilement au rang des meilleurs. Orlandes est un univers original avec une grande influence hispanique, 2 autres jeux ont été fait ensuite dans cet univers mais celui-là est le seul traduit en français A noter que vous pourrez acheter, sur le site web de l'éditeur, pour le meme prix, un pack qui contient également la version iOS et Android. Cela m'a pris 3h30 pour en venir à bout, en mode Classique (donc seulement 3 checkpoints) avec globalement la chance de mon coté (dans mes choix et aussi en tirant un PHYSIQUE à 12 : le max !). Une astuce : garder décochés les "lancers rapides" pour pouvoir tricher aux dés en tapant sur la table pendant qu'ils roulent et ainsi modifier les résultats ! Sans cela, les combats sont vraiment vraiment difficiles et punitifs !
A nice throwback to choose your own adventure books of old, where you would turn to a page based on your decisions. Complete with a dice minigame for combat that takes into account your current weapon and armor! It's not very long, but true to its subject, with many different paths to take to get to the grand finale, and many different opportunities to fail on your quest. If you enjoy reading books and the adventure genre, you will like this. I give it two out of four dice.
An Assassin in Orlandes, developed and published by Tin Man Games, is a narrative-driven gamebook that embraces the traditions of classic interactive fiction while layering in light role-playing mechanics to give player choices more weight. It’s not a game built around direct control or mechanical complexity, but rather one that unfolds through decisions, branching paths, and a steady sense of tension shaped by both strategy and chance. From the outset, it positions itself as an experience where survival depends as much on judgment as it does on luck. The story begins in the city of Orlandes, where fear spreads following a series of mysterious killings. You are drawn into this situation almost immediately, and what starts as a local investigation gradually expands into a wider web of intrigue, deception, and danger. The narrative is paced in short segments, each ending with a choice that determines how events progress. This structure creates a constant sense of momentum, as every decision pushes the story in a new direction, often with consequences that are not immediately apparent. What gives the game its distinct identity is how heavily it relies on branching pathways. Choices rarely feel trivial, and many can lead to entirely different outcomes, including unexpected deaths or alternate storylines. This unpredictability is both engaging and challenging, as the game rarely signals which path is optimal. Instead, it encourages exploration and experimentation, with multiple playthroughs revealing new routes, characters, and possibilities. Over time, the experience becomes less about reaching a single ending and more about uncovering the many ways the story can unfold. Complementing the narrative are RPG-inspired mechanics that add a layer of structure to the experience. At the beginning, you generate character stats that influence your effectiveness in combat and certain encounters. These stats, along with items you collect, play a role in determining the outcome of key moments. Combat and skill checks are resolved through dice rolls, introducing an element of randomness that mirrors tabletop role-playing games. This system adds tension, as even well-prepared players can fail due to unlucky outcomes, but it can also feel frustrating when success depends more on chance than on careful decision-making. The writing is consistently strong, carrying much of the experience through its descriptive tone and steady pacing. The world of Orlandes feels grounded despite its simplicity, and encounters are varied enough to keep the narrative engaging. Moments of danger are balanced with quieter interactions, giving the story room to breathe while maintaining a sense of underlying threat. While the plot itself is relatively straightforward, the branching structure gives it enough flexibility to feel dynamic across multiple playthroughs. Visually, the game maintains a clean, book-like presentation that reinforces its origins. Illustrated panels appear at key moments, adding atmosphere without overshadowing the text. The interface is intuitive, allowing players to track stats, manage inventory, and revisit sections with ease. These quality-of-life features help modernize the experience, making it more accessible than traditional gamebooks while preserving the feel of a narrative-driven adventure. However, the design does come with its share of limitations. The reliance on trial and error can lead to repeated sections, especially when certain paths require specific items or prior knowledge to succeed. This repetition can slow the pacing and test patience, particularly for players aiming to reach a more favorable outcome. Additionally, while the branching paths add variety, many routes eventually converge, which can make the overall structure feel less expansive than it initially appears. The randomness introduced by dice-based mechanics is another double-edged sword. It enhances the sense of unpredictability and risk, but it can also undermine the impact of player decisions when outcomes hinge on luck. For some, this will feel true to the spirit of tabletop gaming; for others, it may detract from the sense of control and agency. Despite these issues, An Assassin in Orlandes succeeds in delivering a compelling and replayable narrative experience. It captures the essence of classic gamebooks while incorporating enough modern conveniences to make it approachable for new players. Its strength lies in how effectively it combines storytelling with decision-making, creating a journey that feels personal and unpredictable. In the end, An Assassin in Orlandes is best appreciated as an interactive story rather than a traditional game. It offers a rich, choice-driven adventure that rewards curiosity and persistence, even if its reliance on randomness and repetition occasionally disrupts the flow. For players who enjoy narrative exploration and are willing to embrace its unpredictability, it provides a satisfying and immersive experience. Rating: 7/10
Ha nostalgie, nostalgie, la joie de refaire un livre dont vous êtes le Héros. Mais un livre dont vous êtes le héros c'est quoi ? C'est un genre qui était très populaire dans les années 1980. Pour résumer c'est l'ancêtre papier, du visual novel (avec beaucoup de novel et peu de visual). Le tout agrémentés de règles sommaires de JDR/RPG, à une époque ou l'informatique domestique n'en était encore qu'à ses balbutiements. Alors qu'en est-il de "An assassin in Orlandes"? Et bien oui, il est est plutôt pas mal. Le problème principal de ce genre de jeu est le syndrome du "chemin obligatoire, qui donne l'illusion du choix" (le même problème que pour les mauvais visuals novels). Mais heureusement pas de çà ici. Avec plusieurs vrais choix de chemins différents possibles, la rejouabilité du titre est garantie (même si quelques passages obligatoire sont de mises). Les règles sont simples et l'histoire bien qu'assez classique se laisse suivre sans problèmes. Il faudra environ 4 à 5 heures de jeu pour faire le tour de toute les possibilités, le tout pour un prix de 5 euros, c'est tout à fait honorable et cerise sur le gâteau, je jeu est en FRANCAIS, ce qui est une chose suffisamment rare pour être signalé.
[h1] The first Gamebook Adventure finally on PC! [/h1] This is the PC version of the app which was released more than 10 years ago! At the time, there was sort of a renaissance for gamebooks and the smartphone was an excellent platform for playing these. These are close and heavily influenced by Fighting Fantasy gamebooks. The stats and combat is different but the process is the same, go up, turn to paragraph 320, go down, turn to paragraph 112, etc. The story itself is quite good and there's plenty to discover, you can get lost easily but the book is not too complicate and after a few try you can easily beat it. You also have a "cheat mode" which helps you go back, heal yourself, select any options (even if they were blocked initially for you) so you can enjoy the story to its end eventually. It's very stable and no bugs, the music is repetitive but matches the mood of the story. I recommend it to any fans of Fighting Fantasy gamebooks or nostalgic people who played those games on their mobiles phones 10 years ago. I actually wish more of these were available.
ingilizce yoksa hiç bulaşma zarlarla fight atılan kitapta yazılan hikaye üstüne ilerleme yapan bi oyun ama dil odaklı olduğu için tr de tutmaz
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