
Join a cross-country bus tour as a newlywed author, and combat vicious rumors that you're a plagiarist. Truth isn't important, when you control the narrative.
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So, I played the first game and loved it and then waited in anticipation once this one was announced. I actually waited a very long time to play this one because I was not impressed with it at launch. HOWEVER. The devs have been listening to the fan base and they have been making a lot of updates and changes because of it. I appreciate how responsive the dev as well. This game follows your author, or rival, on a book tour across varying cities with a slight mystery aspect as well. Your character is being accused of plagiarism and that may be true or untrue, depending on if you are playing the protag from the first game or Sam, the first game protag's former best friend. It's pretty obvious as to who is accusing you, but they are missing and presumed dead. On your tour, you have "companions" to interact and do things with. They will also react if you walk around in your underwear or if you stink. They also have scripted interactions with each other when you are travelling between cities. Pro-tip: Bring Ruth and Pedro, they have a hilarious scene together. I won't spoil the ending but, it can go in some pretty interesting directions and depending on what you do will depend on where you spend in an infinite loop. You can actually continue the game after the ending, but it's not very exciting. Lol. The replay value isn't overly high, it's really only if you want to experience the point of view from two different characters, the story and what is going on surrounding the book actually does change depending on who you are. If you are the protag from the first game, the book is yours and you are clearly being falsely accused. If you are Sam, the book is not yours and you are being rightly accused. And even though the lead up to the end does remain the same, the feel is different because the circumstances that led up to it are vastly different. Pet Peeves: We go from a chatty protag to a mostly quiet one. There was apparently a fix for this but, I didn't see a difference.
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Always Sometimes Monsters is a story-driven adventure about everyday choices and their consequences. You work odd jobs, travel from city to city and try to rebuild your life after a breakup. The gameplay is simple, but the decisions are not — friendships, loyalty, money and survival all pull in different directions. What stood out to me was how human the characters felt: nobody is perfect, and the game never forces a “right” answer. It kept me playing to see where my version of the story would lead.
i played always sometimes monsters, and loved that game, so i was super excited to playe the sequel. i was very happy that it met my expectations and that i enjoyed it just as much as the first game. i love all of the other authors that were on the tour with me. they were all so different and so fun to hang out with.
Seeing that SAM is a squeal to ASM, it's no surprise the SAM further expends into the ASM universe after your main protagonist makes it in the first game. In this storyline, your story changes accordingly to the very first decision you would make in the game where you'll be given a chance to choose who will go on the book tour with you. Each characters have their own little quirks, which you will learn more about them through the cutscenes in-between the bus journey as well as in individual towns where certain characters will invite your character along to do stuff that interests them. I've played this game over three times for the achievements, but each time was as enjoyable as the last thanks to how the character's dialogue will change too according to your choices! All in all, SAM has been a fun ride; being able to live in the shoes of your character for a little while and experiencing the things they can do in each town and with the other book authors makes it enjoyable. And the best of it all? The developers are still working on this game to make sure it works for everyone and even going as far as to help us know the best way to achieve certain achievements! Thank you, Vagabond Dog, for the amazing gameplay experience.
[b]Sometimes Always Monsters[/b] is one of those sequels that becomes impossible to judge without the weight of its predecessor attached to it. If this game existed entirely on its own, detached from the expectations created by Always Sometimes Monsters, it would probably be seen as a decent narrative-driven indie RPG with strong writing and some interesting ideas. Unfortunately for the game, that is not the reality it exists in. The original game left a lasting impression on many people because of its masterful storytelling, memorable choices, and unique atmosphere, so expectations for the sequel were naturally very high. The fact that you can even import your save file from the first game only reinforces that emotional continuity. Seeing your previous decisions carry over into a new story is genuinely one of the coolest aspects of the entire experience and immediately makes longtime fans more invested in what happens next. And to be fair, there are still flashes of brilliance here. Whenever the game shifts away from its repetitive gameplay loop and focuses entirely on dialogue, character interactions, and cutscenes, the writing quality shines through once again. The developers clearly still know how to create believable conversations and emotionally grounded moments. The visual presentation also received a very noticeable upgrade compared to the first game, making the world itself far more detailed and expressive than before. The problem is that the actual gameplay loop is not very enjoyable. Large portions of the game are spent doing mundane tasks like showering, eating, cleaning, and managing daily routines that quickly become tedious instead of immersive, making them come across more as shallow busywork than actual gameplay. It often feels like the game is constantly delaying the next interesting scene instead of building toward it. At times, the game almost feels self-aware about its own situation. One character says: "Always Sometimes Monsters was a masterpiece. True perfection. Now you're going to destroy its legacy!"; another developer NPC remarks: "Never make anything good. If you only make junk, then you can never disappoint people". Those moments stood out because they unintentionally reflect the entire conversation surrounding the sequel itself: you can clearly see the ambition behind the project, the emotional investment from the developers, and the genuine desire to create something bigger and more complex than the original game. Unfortunately for them, ambition does not always lead to accomplishment and desire does not guarantee results. Overall, Sometimes Always Monsters feels like a project where ambition heavily exceeded what a very small development team could realistically execute. The writing, dialogue, art direction, and emotional sincerity are still present, but they are buried underneath repetitive systems, pacing issues, filler content, and shallow mechanics. In many ways, this feels like a game that simply became too large for its own scope. [h1]The Good[/h1] + Nice graphical upgrade compared to the first game + Well-written dialogue with strong emotional depth + Importing your save file from the first game is a very cool feature + Different authors and starting states add good replayability + Multiple endings [h1]The Bad[/h1] - Controller support does not work properly during some minigames - Big downgrade from the first game in terms of pacing and storytelling structure - Gameplay loop becomes extremely repetitive with very little variation between cities - Too much repetitive busywork involving eating, showering, cleaning, and daily chores - Dialogue choices seem to have very few long-term consequences for the most part - The game feels heavily affected by scope creep, leaving several mechanics underdeveloped - The midgame feels especially empty compared to the first and last towns - Dialogue options are often reduced to simplistic yes/no/maybe style responses - Background music feels more like foreground music at times, not always seamless - I've encountered several bugs and softlock situations - Money becomes almost irrelevant by just investing your money the first day and withdrawing on the second day - Playing as the antagonist through my imported save made it very hard to connect emotionally with the new MC [i]"People are passionate, and they want us to make the best thing we can."[/i] [h2]7 / 10 - IGN[/h2]
Only one suggestion that developers of this awesome game should have a look is that we Chinese players really yearn for the Chinese translation versions of this game, so could you please add Chinese language to next upgrade?
la verdad es una buena continuacion depende lo que hiciste en el anterior en este sometimes always monsters creo que le faltaron algunas cosas como ver tu estado de stamina como fue en el anterior pero por todo lo demas fue un vicio impresionante sentirte integrado con un grupo NO SEGUIR SPOILER creo que la verdad nose si es por lo que paso en el anterior o capaz salio algo raro pero dejaron un final MUY ABIERTO es como para una continuacion creo yo? es mi intuicion por que te quedas con cara de WTF jaja
The continuation of this game from Always Sometimes Monsters retains a lot of what made that original game special but really expands upon it in interesting ways. Much like the first game it has you hopping from one city to the next, interacting with various characters and situations as time progresses. Even though it is built upon RPGMaker like the first game, this is hardly apparent because there is a lot of customization that went into this entry, if you aren't familiar with the quirks of RPGMaker you probably wouldn't even notice. I really enjoyed the setup for this, if there was one thing I would have to say I preferred the 1st game for would be how it ends compared to this, as it feels like it ended on a bit of a cliffhanger with some unanswered questions. Perhaps repeated playthroughs making some different choices would fill in the gaps? In any case it is highly recommended for fans of narrative driven games, especially if you played Always Sometimes Monsters. But even if you haven't, I'm sure you can get a lot out of it. But it's probably recommended to play the original game for the best experience.
super leuk en verslavend en zeker je geld waard.
ye
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