
Explore fantastic environments as Lula, as she journeys to discover the meaning of the Genie and fulfill her destiny.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Of Tonguç Bodur's games, the Drizzlepath series — especially the original Drizzlepath and Drizzlepath: Genie — are my absolute favorites. I've had the original Drizzlepath's soundtrack, including the accompanying narration, in my iTunes library since I first played it in 2016; and while some may say that Drizzlepath doesn't have much story and that the narration is nonsense (which is pretty uncharitable, but relatively correct), it absolutely [b][i]excels[/i][/b] at creating an [b][i]atmosphere[/i][/b] through the combination of acoustic guitar and incredible narration which offers more than enough room for interpretation of the actual story. Drizzlepath: Genie is much more structured by comparison and shows the excellence of Tonguç's worldbuilding with the strange, arbitrary society that Lula recounts to the player along the way. Even though I [i]really[/i] do not like the true ending [spoiler]any story that pulls the "what if it was all a dream oooh" trick does nothing but undercut itself, and it's especially obvious in DP:G's case since the worldbuilding is the best part of the game[/spoiler], I can still appreciate what it was going for, as well as the rest of the worldbuilding on its own merits. When I saw GENIE pop up, I knew I had to play it just to see what it was like. Unfortunately, after playing it for myself, I can say that GENIE is a direct downgrade to Drizzlepath: Genie in every respect except for environments, music, and voice acting. (And the only one of those that I would definitively say is an [i]upgrade[/i] are the environments — while the music and voice acting are good, I'd have to replay DP:G again to say whether they're [i]better[/i].) I'm not really a screenshots person, so my review will be focused on the story, gameplay, and how they work together. As a few other reviews have said, particularly [url=https://steamcommunity.com/profiles/76561198812162622/recommended/2342210/]Hairy Mary's review[/url], GENIE's gameplay loop is [i]annoying[/i] at best. The first stage of each level with collecting the crystals is basically pointless other than helping you learn the level layout, and the second stage of going around to each of the "sigils" to listen to the narration is not great. Yes, the camera angles and transitions are cool, but they're not worth making the player stop and do nothing for up to a minute at a time while the narration plays (unless you skip it, in which case you're skipping literally all of the story). Drizzlepath: Genie's gameplay, on the other hand, is a bog-standard walking simulator: merely passable, but inoffensive — which makes the state of GENIE's gameplay by comparison so much worse. DP:G has a few playtime-padding sections where you have to go out of the way for next to no reason to hit switches to open doors, or the occasional aggravating (but thankfully short) jumping puzzle, but otherwise it's just a lot of walking along one of two linear paths until you reach an ending. Simple and sweet. The fact that GENIE only has one ending compared to Drizzlepath: Genie's two is rather disappointing. Yes, the path choice in DP:G is rather arbitrary until you've played both to realize the difference (namely, the blue path is longer but more relaxed for Lula, while the red path is shorter but stressful), and the non-true ending isn't interesting enough to be worth implementing, but still. Yes, I understand [i]and agree[/i] with the reasons why it was changed to only have one ending, but it would've been [i]cool[/i] if the option still existed. One thing that I haven't seen mentioned in any other review, though, is that GENIE's structure as having 15 levels instead of Drizzlepath: Genie's long, continuous walk results in it having a worse ludonarrative and actually makes the story even less comprehensible as a result. If I had not already played DP:G several times, I would not have understood what was going on in GENIE other than that it's just random stories about stuff vaguely relating to the particular level environment — e.g. "this level is a fishing village, so here's a story about the Fisher!". On the other hand, Drizzlepath: Genie's just-walk-forward gameplay cooperates very nicely its narration; it's much clearer that the reason most of the narration consists of random anecdotes about Lula's childhood is because Lula is traveling on the Drizzlepath to the Mountain of Fire to find the Genie. She's traveling alone, and the traveling by itself is boring, so her mind is wandering to stories about her family, friends, and hometown. By splitting the story into entirely disconnected levels with hard loading screens in between, GENIE loses this cue that these anecdotes are what Lula is thinking about while traveling (or even that Lula is traveling at all, if you forget the narration from Part 1), and the story ends up feeling disjointed and random as a result. This is also why I find the interesting camera angles and so on that you're forced to watch during the poem sections to be more distracting than anything. The worst example is Lula's dream about the carnival: in Drizzlepath: Genie, you're listening to Lula as she describes a strange dream she had while on the road, but in GENIE, you're staring at an actual steampunk carnival the whole time. GENIE's story is incredibly poorly served by its narration in other ways as well, and the fact that the poetry it consists of is, to be charitable, "not impressive" is the least of its issues. The fact of the matter is that the decision to tell the story via poetry adds very little and takes away a [i]lot[/i] compared to Drizzlepath: Genie. The poetry can't be as specific about things — the fantastical description of the bottle shop in DP:G is drastically cut down, for instance — and the amount of phrase-twisting it does to force the ideas down into short rhymes (where it even does "short rhymes" instead of just "short") makes everything a lot less clear. The switch to poetry also hurts the ludonarrative in another way — one of Drizzlepath: Genie's strong points is that its narration is essentially Lula's stream-of-consciousness in the moment and allows the player to feel like they're traveling with her as she tells them her story. GENIE's poetic style, on the other hand, makes it feel like Lula is trying to tell a story to you about what it was like back in her day — it's much more disconnected, impersonal, and overall just falls flat. All of this makes GENIE overall seem very disjointed and unnatural where Drizzlepath: Genie is flowing and conversational. As for the environments you're wandering around in, GENIE wins in terms of screenshot potential by a mile. The lighting is beautiful, the environments are picturesque, the variety is fantastic. Comparing the two games in terms of graphical fidelity is night and day, though Drizzlepath: Genie doesn't look bad. GENIE is a feast for both the eyes and your screenshot keybind should you choose to use it. Also, the music was really good, as is standard for Tonguç's games. And as much as I don't really like the narration's [i]script[/i], the narration's [i]voice acting[/i] was excellent. Overall, GENIE is a game that I would've loved to love more, but its flaws drag it too far down for me to recommend it to players not already familiar with Drizzlepath: Genie — unless they're interested in it for screenshots and nothing else. It's an okay game by itself, but the fact that it's an only-okay remake of one of my favorites of Tonguç's games forces me not to recommend it. There's a lot of love and care put into this game, from the environment design to the music, but the bad parts of GENIE's execution vastly outweigh the good, and Drizzlepath: Genie already exists. [b]TL;DR:[/b] Unless you're just here for screenshots, play Drizzlepath: Genie first or instead. If you have played DP:G already, though, it's an interesting point of comparison and made me appreciate DP:G's narration and ludonarrative harmony a lot more.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gameplay und Geschichte eher zum Einschlafen... es gibt hier 15 Level, die sich im Aussehen unterscheiden. Aber man kann nichts tun bzw. wird nichts tun können. Man läuft im jedem kleinen Level nur herum, sammelt erstmal Kristalle ein und dann muss man die kleinen Plattformen suchen, die irgendwo dann auftauchen. Tritt man drauf, muss man noch ins Licht gucken und dann kommt ein Text. Und das in JEDEM Level... immer das gleiche. Ich hatte schon nach dem 3. Level kein Bock mehr, aber die Errungenschaften sind Easy bzw. man muss nur durchspielen und hat dann ein weiteres 100% Spiel. Aber wie bei tausend anderen Spielen zählen bis Dato weder die Errungenschaften noch das Spiel als Perfektes zu den eigenen Statistiken, da zu wenig Verkäufe getätigt wurden. Und ich bezweifle, dass das Spiel in naher Zukunft noch oft gekauft wird. Wobei wir alle davon profitieren würden. Ich meine im Rabatt kann man es sich gönnen, durchzocken und fertig. Aber 5€ find ich schon krass viel. Zumal nicht einmal deutsche Texte existieren.
Another beautifully-crafted, affordable walking simulator/masterpiece from Tonguc Bodur. Perfectly optimized (the entire adventure ran perfectly on my 4-year old desktop PC). Fifteen (15!!!) stunning areas/environments, each gorgeous, each vastly different, some realistic, many fantasty-inspired. Gorgeous weather effects: rain, snow, dappling sunlight in the mountains or forests or near lakes or rivers. Even a steampunk-village of sorts. An easy walking simulator once you get the hang of the "forward-hints": Find the jewels, which propel you to the first area after highlighting the source, which, after listening to the wonderful female voice begin (then continue) the narrative poetry-as-journey, and once each short stanza is completed, comes a hint (visually) where the next platform to step on is in the environment. Etc, until that chapter is complete and the next chapter automatically begins. Yes, it's repetitive. No, it didn't bother me. It moved the story along. As always with Bodur's adventures, the accompanying incidental and/or thematic music in each chapter is wonderfully apt, at times worthy of a film score, especially the final chapter's music score: just wonderful to listen to. ****I have revised/edited my review to confirm that, once one completes all 15 delightful chapters, and lets the credits finish, after going back to the main menu screen, players will find the "chapter selection" command...and you can replay all 15 chapters at your leisure! Thank you,Tonguc for adding this chapter selection menu!**** Even without replayable chapters (without beginning the game from scratch), Genie is certainly worth playing and taking in the sights and sounds. The somewhat short story itself ,told though beautiful, thought-provoking poetry, is a joy to behold, at any price...and at the listed price it's silly not to buy it, especially if you're a fan of Tonguc's games.
Beautiful! Relaxing and philosophical. I loved the ending! I would definitely recommend this game for a few hours of beautiful visuals and a beautiful voice telling a beautiful story :)
A peaceful, poetic walking sim that feels like drifting through a dream. The visuals are gorgeous, the atmosphere is quiet and reflective, it also healed my brainrot, highly recommend :)
It's a beautiful walking simulator with nice maps, easy achievements. Really great for screenshot lover. But it's too long. You have to search for too many platforms and every time you must look for seconds where they are.
It was this one winter day I opened Steam Scrolled down my wishlist out of theme Stopped my movement for once or two Just to sneeze my nose due the flue The list must have had games I no longer needed Despite of this I further proceeded It must have been more than a hundred games I passed Appeared the thing which I waited at last Tags of Walking Simulator and Atmospheric it wore Bodur's name as its maker and price discounted No longer I dared to wait but slightly open my wallet for a coin or pair Few moments I have spent to play it Writing a poem as a review I see fit Genie's gameplay value is medium as its best But I'd be fool to decline it has put my mind to rest So if you want to take a break and a moment of stop Then Genie won't be a jiff destined to flop However to make sure not praise the game too much and call it genius For many can write a poem or a book of them and that should be obvious
Enchanting
The poetry wasn't nearly as bad when I didn't listen to it .... or read it. The game's mechanic became a repetitive slog. Level after level, the same. Get enough of the thing now find the place. Repeat. Repeat. Repeat..... Mostly short levels but, in total, that's four hours I'll never get back. Some interior levels highlighted what the game engine could do. Mostly I found the daytime exteriors hazy and over bright. The rest were nothing special visually. If you like posters of inspirational platitudes, repetitive game play and average visual presentation, this is the game for you. Otherwise not recommended.
Mam mały problem z tą grą. Jest to produkcja odbiegająca od tego do czego przyzwyczaił nas Tonguç Bodur. W Genie nie idziemy od punktu A do punktu B lecz poruszamy się po dosyć małych obszarach, na które jesteśmy automatycznie przenoszeni po ukończeniu poprzedniego. Naszym zadaniem jest zebrać porozrzucane kryształy (da się to ogarnąć w mniej niż 5 minut) a po ich skompletowaniu słuchamy różnych opowieści opowiadanych wierszem, które dla osób słabo znających angielski pewnie niczego nie wniosą. Graficznie jak zawsze pierwsza klasa natomiast sama rozgrywka trochę mnie wynudziła.
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