South of the Circle is a painful memory

South of the Circle is a painful memory
==Reception==Intel Core 2 Duo E84003.0 GHz / AMD Phenom II X49453.0 GHz, 4 Gbyte RAM, a video map supported by DirectX 11 and 2 Gbyte memory, e.g. NVIDIA GeForce GTX 660 / AMD Radeon R7370, 4 Gbyte on a hard drive Output 3 August 2022
==Reception==Intel Core 2 Duo E84003.0 GHz / AMD Phenom II X49453.0 GHz, 4 Gbyte RAM, a video map supported by DirectX 11 and 2 Gbyte memory, e.g. NVIDIA GeForce GTX 660 / AMD Radeon R7370, 4 Gbyte on a hard drive Output 3 August 2022

1964: Two British, for reasons we don't know, are going to Antarctica, but their plane is crashing. The pilot's leg is stuck, he can't reach anyone, so his assistant is going to look for backup -- we know that there's a British base nearby. The study of a snowy Antarctic region turns for the main hero into a journey in his past -- memories come up at every step, and not always pleasant.

♪ It was a long time ago

South of the Circle takes shape during the cold war, and we run Peter, who was a former professor at Cambridge College, and the status of an educational institution at such a difficult time is extremely important to management, so Peter was allowed to do more than three years of monography devoted to climate research, and observations are so interesting that the college's prestige could have grown considerably after its publication.

The developers tried to convey the moods of the era by raising the topics that were relevant in the dialogues at that time. Negotiations between the United Kingdom, the United States and the USSR to renew the Antarctic Treaty are being resumed and postponed. People on the streets stage protests about the need for unanimous nuclear disarmament. There are rumors that the Cambridge Four is actually a five. And sexism in the United Kingdom lives and lives — uncles in costumes don't even consider women to be able to hold high-level posts.

Against this background, Peter gets to know Clara -- she's also lecturing, but she can't work on something more serious. So the heroes decide to work together to finish the monograph: they're making travel arrangements, they're traveling, and they're getting more and more attached to each other over time. It's worth talking about the amazing voice of the characters -- the visual style and the simpleness -- it's the voices that make the characters look like real people. It's how they make some kind of incredibly cozy and "lamp" atmosphere that makes the game go round in three hours and you don't want to be distracted.

All these episodes in Cambridge are short memories of Peter coming up almost every step of the way. He's trying not to die of cold, he's walking or driving from one base to another in search of help -- and they're all abandoned. Somewhere there's an opportunity to contact the pilot and tell you how you're doing, but other people aren't meeting -- either alive or dead -- but when he opens the door, sits on the bed or gets burned, like we're immediately moving into the past and seeing a new piece of Peter's biography -- how he's having fun with his friends, how he's going on a date, how he disputes with the rector or gets to know Clara.

♪ On emotions ♪

Instead of the usual choice of replicas, as in any interactive movie, we choose emotions. There are characters on the screen that are explained at the beginning of the game. One symbol means panic, excitement and confusion. The other symbol means engagement, interest and curiosity. The idea, though original, is not really brilliant. First, you can forget what a symbol means, because it's half a dozen, and second, you don't know what the character is going to say, maybe it's gonna be a joke or a bad joke, and you don't want it.

In the end, it's not that important what you're going to say, because there's no big story here. You're just playing a role by deciding what your Peter is like: nice, kind, insecure, or hamstrung, but it doesn't have much effect on what's going on. The story of the developers wanted to tell everyone the same thing, and it's very good -- there's something to think about, and there's something to think about, and there's something to be sad about.

All we do is go from one point to another and sometimes interact with objects. We read the letters left behind, we use abandoned equipment. But there are no riddles or mini-games -- all these things are either optional and not very useful, or move the story forward. Sometimes game moments are fun -- for example, when you drive through the snow and the camera takes a general plan, showing an exciting spirit of decoration to epic music. But in most cases, the gameplay is added just so the game doesn't turn into a "chinzo."

***

South of the Circle is a short interactive story in a non-standard anthurag, most reminiscent of Firewatch. Nice graphics and great acting are a great complement to an exciting story, and telling elements are so good that a weak gample doesn't make much of an impression.

Dignity:

  • It's an interesting story going on in an age unusual for games like this; handsome and well-spoken characters; charming visual style; great music.

Disadvantages:

  • ===Gameplay===Gameplay "for ticking"; the emotions chosen in the dialogues do not affect developments.
The game looks simple, but it's cute -- even the animation is surprisingly good. The sound of music or the work of the actors is no problem -- all at the highest level. The single game Atmosphere story is one night from which it's hard to get away. The estimated time of passage is 3 hours. No collection game. The overall impression of the exciting interactive novel is that the gameplay is not impressive, but the plot and the atmosphere are as good as the miracle.
The game looks simple, but it's cute -- even the animation is surprisingly good. The sound of music or the work of the actors is no problem -- all at the highest level. The single game Atmosphere story is one night from which it's hard to get away. The estimated time of passage is 3 hours. No collection game. The overall impression of the exciting interactive novel is that the gameplay is not impressive, but the plot and the atmosphere are as good as the miracle.

Graphics

The game looks a little simple, but it's pretty -- even the animation is surprisingly good.

Sound

There's no problem with music or the performance of the actors -- everything's at the highest level.

Solitary game

An atmospheric story for one night, which is hard to get away from.

Estimated passing time

Three hours.

Collective game

No provision.

Overall impression

An exciting interactive novel — the gameplay is not impressive, but the plot and the atmosphere are wonderful.

Graphics

The game looks a little simple, but it's pretty -- even the animation is surprisingly good.

Sound

There's no problem with music or the performance of the actors -- everything's at the highest level.

Solitary game

An atmospheric story for one night, which is hard to get away from.

Estimated passing time

Three hours.

Collective game

No provision.

Overall impression

An exciting interactive novel — the gameplay is not impressive, but the plot and the atmosphere are wonderful.

Estimate: 8.0/10

Further details on the evaluation system

Video: