
ORACLE is a single player, open world experience with dozens of locations to explore, great soundtrack and an awesome story ready to be unraveled.
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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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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Reseña de Oracle: Adivinando el Potencial[/h1] [h2]Resumen[/h2] Bienvenidos a la montaña rusa de Oracle, un juego que indudablemente te hará preguntarte, \¿Dónde más podría estar gastando estos 2000 pesos?\. Con una aprobación que apenas rasguña el 51.15%, este juego viene cargado con promesas, algunas de las cuales incluso intenta cumplir. [h2]Aspectos importantes e interesantes[/h2] Oracle ofrece una experiencia que definitivamente no encontrarás en otros juegos, principalmente porque muchos desarrolladores saben qué no hacer. Sin embargo, tiene unos cuantos destellos de genialidad. Su trama es como una cebolla de misterio, capa sobre capa de intrigas que a veces hacen llorar. También incluye caracteres que varían desde lo profundo hasta lo risiblemente superficial, algo para todos los gustos (si no eres muy exigente). [h2]Aspectos por mejorar[/h2] Dónde empezar... Oracle tiene una narrativa que necesita unos cuantos (bueno, muchos) ajustes para no sentir que estás leyendo el diario aburrido de alguien. Los gráficos y efectos pueden hacer que te preguntes si accidentalmente activaste un filtro de \estilo antiguo\ en tu pantalla. La jugabilidad tiene sus momentos, pero a menudo es eclipsada por la frustración ante controles que parecen diseñados por un enemigo de la ergonomía. [h2]Tabla de Puntuaciones[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación/10[/th][th]Comentarios[/th][/tr] [tr][td]Jugabilidad[/td][td]6[/td][td]\Tan desafiante como intentar montar un burro salvaje\.[/td][/tr] [tr][td]Dificultad / IA[/td][td]5[/td][td]\La IA podría mejorar jugando contra sí misma\.[/td][/tr] [tr][td]Contenido[/td][td]7[/td][td]\Bastante para hacer, poco que valga la pena\.[/td][/tr] [tr][td]Video / Gráficos[/td][td]4[/td][td]\Gráficamente te transporta al renacimiento digital... del 2001\.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]\Interesante pero ejecutada con la gracia de un elefante en una tienda de porcelana\.[/td][/tr] [tr][td]Ambientación[/td][td]6[/td][td]\Correcta, si ignoras los detalles\.[/td][/tr] [tr][td]Efectos[/td][td]5[/td][td]\¿Se suponía que esos eran efectos especiales?\.[/td][/tr] [tr][td]Música[/td][td]6[/td][td]\No está mal, pero olvidable como el cumpleaños de un conocido\.[/td][/tr] [tr][td]Voces[/td][td]5[/td][td]\Al menos no usaron un text-to-speech... creo\.[/td][/tr] [tr][td]Diversidad[/td][td]7[/td][td]\Un cast diverso sin mucho que hacer\.[/td][/tr] [tr][td][b]Total[/b][/td][td][b]58/100[/b][/td][td][b]\Cerca del límite... de la mediocridad\.[/b][/td][/tr] [/table] [h2]¿Comprar o no comprar?[/h2] [Quote]Compralo con descuento[/Quote] Evaluando todo, Oracle se asoma peligrosamente al precipicio de la no recomendarlo, sin embargo, si lo encuentras en una de esas ventas donde prácticamente te pagan por llevártelo, podría valer las horas perdidas... oh, quiero decir \invertidas\.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
cromos
dev revoked the game from my account after 8 years, 2 months, and 3 days. update: the developer kindly replaced my key. if your key was also revoked, i would suggest contacting him for a replacement.
Я не понимаю как меня в это занесло. Это не игра это чуш полная.
The game has promise, but the walking around is too loosey-goosey, by which I mean you can end up spending a lot of time getting nowhere trying to find a way through the scenery. Also I found the giant skulls to be a major distraction. I don't see how they add to the game except to suggest that the place has a history and possibly not a very savory one. Basically I found the game tedious and eventually retired with it only half finished, if that.
The Oracle's open world, the story line, the graphics and random dark humor are so precious, got me crying, guys. So damn precious, definitely recommend!
Oracle, developed and published by Watercolor Games, is an experience that clearly prioritizes atmosphere and introspection over traditional gameplay structure. It places players on a remote, sparsely populated island and asks them not to conquer it, but simply to exist within it—wandering, observing, and gradually uncovering fragments of a larger, ambiguous narrative. From the beginning, the game makes it clear that it is less concerned with objectives and progression than it is with mood and interpretation, positioning itself firmly within the realm of exploratory, narrative-driven experiences. The core of the game revolves around freeform exploration. The island is open and relatively expansive, encouraging players to move in any direction and discover its many scattered points of interest at their own pace. There are no conventional quests or markers guiding the journey, which creates a sense of freedom but also a degree of uncertainty. Progress is tied to what the player finds rather than what they are told to do, with bits of story revealed through environmental details, audio recordings, and subtle visual cues. This design fosters a sense of curiosity, rewarding those who are willing to slow down and engage with the world on its own terms. Narratively, Oracle takes a deliberately abstract approach. Instead of presenting a clear, linear storyline, it offers fragments of information that must be pieced together. Themes of memory, isolation, and a broader, somewhat undefined crisis linger beneath the surface, but they are rarely explained outright. This ambiguity can be compelling, as it invites players to form their own interpretations of events and meaning. At the same time, the lack of clarity can make the experience feel disjointed, particularly for those who prefer more direct storytelling. The game’s reliance on audio narration adds texture to the narrative, but it does not always provide enough cohesion to fully ground the player in its world. Atmosphere is where the game makes its strongest impression. The island is brought to life through shifting lighting conditions, changing weather, and a day-night cycle that subtly alters the tone of exploration. These elements work together to create a space that feels alive, even in its emptiness. The soundtrack reinforces this mood, often leaning into soft, repetitive melodies that encourage a meditative pace. There is a quietness to the experience that can feel calming or isolating depending on the player’s perspective, making it as much about emotional response as it is about discovery. Despite its strengths in presentation, the game struggles with technical and design limitations. The world, while expansive, can feel uneven in its construction, with occasional visual inconsistencies and a lack of environmental interaction that breaks immersion. Movement options are limited, which can make exploration feel more restrictive than the open layout initially suggests. These issues do not completely undermine the experience, but they do highlight a gap between the game’s ambitions and its execution. The pacing reflects the game’s overall philosophy, but it can be a double-edged sword. Without structured goals or evolving mechanics, the experience relies entirely on the player’s engagement with its atmosphere and narrative fragments. For those who enjoy slow, contemplative exploration, this can be deeply rewarding, offering a space to reflect and interpret. For others, the lack of direction and interaction may lead to a sense of repetition, where the novelty of the environment fades before the story fully resonates. In the end, Oracle is best understood as an interactive atmosphere piece rather than a conventional game. It succeeds in creating a distinct mood and offers moments of quiet immersion, but it is held back by technical roughness and a lack of mechanical depth. Its appeal lies in its willingness to be understated and ambiguous, even if that approach limits its accessibility. Rating: 6/10
i enjoyed exploring the different environments. beautiful scenery! there's nothing to collect or any puzzles to solve so if that's not for you then i don't recommend this game. you do get an achievement for each new environment you find & enter though which i found rewarding.
This isn't a game; even calling it a walking simulator is a stretch, as there is no progression to it. Essentially, this is a Unity 3D engine and assets demo. To make up for the lack of any world interaction, it is sweetened by fragments of a "lost love" story and showers the player with achievements that are simply "participation trophies." Visually, it does look pleasant to the eye, with some expected texture and story jank. Seriously, what's the deal with all those skulls? And the skirt part... The story itself feels like a translation from a foreign language, but the narrator has a pleasant native English voice, so it went okay. What surprised me was the effect that forced pauses in narration (while you walk to the next location) had on my perception of time and the story. Initially, I was longing for a steady stream of information or emotion, because that's how we live these days, and there was none. In the end, it felt like when I used to read books before the Internet, taking my time to read at my own pace and think about it. Even as it has no replay value, I do not regret spending a bit of my time experiencing it.
Oracle présente un potentiel intéressant en tant qu'expérience méditative, mais ses problèmes techniques, notamment les bugs de déplacement, ainsi que l'absence de traduction en français (au moins les textes), nuisent à la qualité globale du jeu. Les joueurs francophones pourraient rencontrer des difficultés à s'immerger pleinement dans l'histoire et à profiter de l'expérience dans son ensemble.
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