
PARKSIDE is an FPS-Immersive Sim that chronicles the future of biomechanical subterfuge and suffering. Shoot, hack, and either save or sour the future of humanity in the dystopian city of Abbotsford, California in the awful year of 2038. Will you serve the Divine Rod?
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About
In PARKSIDE, the future of biomechanical subterfuge and suffering is revealed through the story of Alexander Petrovich, an unemployed hacker who is kidnapped by a mysterious group known as the Illuminated Brethren of Conclave Automata.
Will he bend to the will of the Brethren and aid in realizing their vision for humanity, or will he take the hand of a guardian angel? Though, no matter his choice, a sinister voice in his head warns that judgement is inevitable.
PARKSIDE is a First Person Shooter / Immersive Simulation, with a focus on freedom, choice, and consequences.
Set in the fictitious city of Abbotsford, California in the year 2038, the world the player experiences is the result of four years of shrouded meddling by the Illuminated Brethren - the environment is cold and unforgiving, the people are drab and demoralized, narcotics and gangs are rife, and military police walk the streets. How has it come to this?
Following his capture by the Brethren, Alexander is interfaced with an experimental combat platform known as POLYPHEMUS. Through a piece of technology called the Remote Combatant Viewer, he is sent to complete illicit, dangerous missions for the Brethren, whose directives come from the mysterious Divine Rod.
Many tools are at the player's disposal to tackle problems including a roster of futuristic weapons, armaments such as EMP grenades and frag mines, and abilities that can be used to navigate all manner of obstacles. You can hack or bypass keypads, security cameras, turrets, and robots... or shoot them to bits - pick your poison and run with it as you navigate smoky streets, dark alleys, airy vents, and secret bases.
Choices matter - in the secret fight for control of the precious lives of all citizens, there are many powerful stakeholders. There is one important question with many answers and outcomes: are you a servant of the Divine Rod, Alexander?
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Languages: English
Engagement
Reviews
Themes across 192 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This looks like a safe place to drink.
An incredible entry into the immersive sim catalog, lovingly created jank evoking the feeling of playing Deus Ex, EYE Divine Cybermancy, Vampire the Masquerade - Bloodlines, or even Cruelty Squad for the first time. For fans of the genre, this game might be a masterpiece.
too buggy, too janky, has potential.
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Hours played at review time, across 192 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Поначалу я думал что все останется как в демоверсии, но был приятно удивлен - локации стали светлее и в разы больше чего мне лично не хватало в демоверсии. Сейчас я бы даже сказал что первые локации самые неказистые если уж на чистоту) Кому откровенно не зашел дизайн первых локаций - просто перетерпите их, эта игра того стоит В целом, я еще не прошел ее, но вижу как разработчик по мере развития проекта улучшал свои навыки. Для меня этот проект 11\10. Я бы накрутил еще балл если бы модели неписей были бы не настолько кривыми, благо что лучшая часть проекта - это его геймплей) Banana Hardsoft, желаю Вам Успехов с продажами и надеюсь что ваш путь в геймдеве только начинается
I had never heard of this game until I saw it on New Releases. I bought this game purely because of the lo-fi scifi vibe and the RPG-like progression from the demo. I've never played Deus Ex or any of the immersive sims that I think games like this descend from. It took me like 15 attempts probably to beat the second mission. Since the first Dark Souls I don't think I've felt such a feeling of overcoming how terrible I am at the game and outsmarting the systems to achieve a victory. I know that sounds dramatic but it's true. The game is janky and you can't save mid-mission, except for an item that lets you respawn at a safe point once without resetting the mission. You get one per mission and if you die again, you start at the beginning of the mission, except you have the item again so you can do the respawn thing one again. The atmosphere (including the very cool music) is on point and even with the simple graphics it's quite immersive once you get in the flow. If I could recommend one thing, it'd be a way to save mid-mission but the from what I've read the developer purposefully did not add it so I won't insist on it since it's his vision. Even without mid-mission saves I am having a great time. There's a demo so you don't have any reason not to give it a shot.
Best ImmSim I've played in years despite there being some odd bugs. Definitely enough freedom and ways to go about things for multiple playthroughs.
junky but good imsim
Я зашел на стрим друга и немедля понял, что в это нужно играть без отлагательств. Сложно даже облечь в слова, что именно производит такое первое впечатление, но если вы входите в группу лиц, с которыми подобная je ne sais quoi резонирует, то поймете точно и сразу. А на выходе имеем продукт кропотливого труда одного неутомимого фаната имсимов и сопутствующих поджанров. Все вехи, все достижения жанра от деуса до условных перипетии с круелти сквадом, очевидно, возымели свое - на уровне реминисценций, а не эпигонства. Системы просто работают и вовлекают, от исследования уровней со стелсом до ганс блейзинг боевки - да, ии звезд с неба не хватает, но обилие чисто боевых апгрейдов и уникальных систем любое неудовольствие от этого купируют на корню. Эти локации хочется исследовать, эти геймплейные препоны хочется преодолевать. Оригинальный извод системы сейвов - можно сохраняться один раз за уровень (два с апгрейдом) в специально отведенных для того местах (да и то сейвы эти просто респаунят игрока, сохраняя прогресс на уровне вместе с агрессией противников, так что зачастую подходят только для боевитых игроков) - может отпугнуть привыкшую к характерному для жанра обилию сейвов аудиторию, но это просто работает. Уровни не настолько большие, чтобы игрок терял действительно немыслимое количество прогресса, да и сама игра коротка - я, вылизав все найденные мною уголки уровней, управился на пиратке часов за 12 от силы, а потом уже экспериментировал в стиме. Своеобразная логика нпс и отсутствие маркеров действий, которые могут спровоцировать вооруженных мобов на агрессию, тоже упоминались в списке хостильных для игрока решений, но если вы позволите себе целиком освоить стоящую за этим логику на первом-втором уровне, проблем возникнуть не должно. Еще в парксайде сочнейший аудиовизуальный контрапункт, от лоуполи графики (интенционально, а не от недостатка старания) до горячего днб/джангл оста - визуальные решения запоминаются, саундтрек кочует в плейлист. Мир и нарративная архитектоника вообще, может, и не блещут особой оригинальностью, но и не созданы пунктика для - да, драматургия тут очень эксплицированная, без особых полутонов, но подноготную ворлдбилдинга, локаций и нпс приятно вызнавать и не хочется игнорировать, игре есть чем удивить, и лорные секреты свои выдавать она не спешит. Пока что парксайду еще не помешает потомиться в духовке - багов предостаточно, и особенно удручать могут акаузальные реакции и агрессия нпс на то, что диегезисом никак не объяснить. Мобы могут забрести не в тот клочок уровня и спровоцировать нападение конкурирующей группы, зачав повсеместный газават масштабом в весь левел. Это досадно, но разработчик неустанно корпит над патчами и охотно принимает отзывы, пожелания и багрепорты у себя в дискорде - я готов заблаговременно выдать ему кредит доверия на выкорчевывание всех гафф из игры и создание гладенького экспириенса. Острее всего цепляет тот факт, что бананасофт, очевидно, делал игру, в которую весело было бы играть ему самому, и не стыдится своих пристрастий. Вы можете подождать патчей (которые выходили покуда почти каждую неделю) или, скрепя сердце, малость потерпеть, но я искренно рекомендую дать парксайду шанс и думаю, что люди, для которых шероховатость уан мен проектов не будет помехой, не останутся разочарованы.
I’m sure I would have really loved the game. Sadly there's no manual save system. And I don't like it when developers openly admit that they don't respect my time. Life can get in the way. And when it does, players will be punished with repetition - the whole level again, please. This could have been easily prevented with a "save and quit" feature. But there's more. There are many different player types with sometimes overlapping goals and expectations, on many different axis. One of them is the question: What is a game about? Is it about the player or is it about the game? For those who would answer the question with: "It is about me and my ego." there must be things they could be proud of, they could brag about and show to themselves and others. "Look, Dark Souls, no hit run with closed eyes and no hands!" They couldn't simply enjoy a game for itself, because it is not about the presented world, the design and the atmosphere of it. No, they must overcome any obstacle and challenge, so that they can present the 100 % achievement completion. And it's "no pain no gain" of course, so that weaklings are left out. Punishment is part of it. This somewhat masochistic approach has always been part of the very DNA of gaming, and because of that there is little reflection about it. Today there are "walking simulators" like Firewatch with no fail states, so things developed from there. This would be the other extreme: A game where you couldn't brag about anything, because everyone can play it. It's all about the games agency as a piece of culture or art, not about player agency. So, why a negative review about common topics on this specific game? If one of the devs read it: Sorry it had to be you! :/ Like most players, I have both of the discussed approaches in me. But when I think about all the imsims I've played, and there were many of them, it was always about the worlds themselves, not overcoming them. This genre has many of the most striking alternative realities in all gaming, comparable or even above some of the top RPGs masterpieces like Planescape Torment, despite of the smaller scales. And at least for me, this simply doesn't work with an approach where I have to replay parts I've already played and find secrets a second time (so they aren't secrets anymore). It strongly goes against the immersive and free feeling of this genre, where I explore a world "on my terms", which includes to choose if and when I want to replay things - or roll with it. To remove this agency and replace it with the arcady system of "once again from the start" of old times feels unnecessarily restricted. More specific, I'm strongly opposed to this one take on difficulty, where failure results in punishment in form of repetition. A boss or a difficult series of jumps on a timer always have the same difficulty. They don't get more or less difficult on itself the second or the hundredth time they're approached. If it is a roadblock for me because I'm simply too bad at gaming - yeah, so be it. But I've already played the parts before that. To replay them feels annoying the second time, and like a growing redundant chore all the times after that. Player types, of course! Some like repetition, some like to be punished with chores. Heck, there are countless games completely consisting of chores and nothing else, and there are millions of players playing them. So, was it all about me and not about the game all the time, so I'm clearly one of the types I've discussed? I guess so. :P But I also think that I may have made some good points worth discussing. Please, give us a "cheat mode" for player types (savescummers) like me, maybe with achievements disabled if you must. I won't refund this game, because it's clearly made with love. But I will leave this negative review until things change, because I simply can't enjoy it like it is now.
This game tickles the Deus Ex (2000) vibes, i'm loving it
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