Main game
2.94 average rating based on 85 ratings
Critic's Score:
Metacritic: 78/100
Adios is a peculiar game. I appreciate having read some of its director/writer GB 'Doc' Burford's essays on gaming storytelling, in special his old -maybe not to date with his current thoughts- write-up There Is No Such Thing as a Cinematic Game , an issue which has been living on my mind for a while and somehow, Burford got some of the right words and wrote them, so for the time being I can rely on them. What's key, is his insistence that game's shouldn't imitate the film form, but it should be inspired by its function. Gaming has a form of its own, interactivity; movies have montage. Games place you in a moment of time, and movies manipulate -or as Tarkovsky said, 'sculptured'- time. Thus, if the games to were look at the function of the film form for inspiration, instead of emulation and the affect it produces, experiences could be enriched. He often quotes Marshall McLuhan's axiom "the medium is the message". That phrase could be used to describe perfectly Burford's intent with Adios.
You are a pig farmer, you also dispose of bodies killed by the mob. But that's it, that's as …
Critic's Score:
Metacritic: 78/100
Adios is a peculiar game. I appreciate having read some of its director/writer GB 'Doc' Burford's essays on gaming storytelling, in special his old -maybe not to date with his current thoughts- write-up There Is No Such Thing as a Cinematic Game , an issue which has been living on my mind for a while and somehow, Burford got some of the right words and wrote them, so for the time being I can rely on them. What's key, is his insistence that game's shouldn't imitate the film form, but it should be inspired by its function. Gaming has a form of its own, interactivity; movies have montage. Games place you in a moment of time, and movies manipulate -or as Tarkovsky said, 'sculptured'- time. Thus, if the games to were look at the function of the film form for inspiration, instead of emulation and the affect it produces, experiences could be enriched. He often quotes Marshall McLuhan's axiom "the medium is the message". That phrase could be used to describe perfectly Burford's intent with Adios.
You are a pig farmer, you also dispose of bodies killed by the mob. But that's it, that's as far you'll go. The game takes place over the course of a day, the Hitman that often delivers the chopped corpses, is actually your friend. Once informed of your decision, he will try to dissuade you; after all, there is no retiring of the life. But you won't cave in, he decides to spend the day with you aiding with the farm's chores, with the hope of changing your mind. Reminiscing, rediscovering, talking and just enjoying the mundane chores with him, with the knowledge, that indeed, at night, he'll kill you. A final stance with destiny, like Bowie's song Lazarus: "this way or no way".
Adios is not your common walking simulator with choices. In fact, the design's sole cause is to form some empathy and affect, to let you in inside the farmer's mind. There's only one end, and no choice could change that, you can't change the farmer's mind as much as the hitman. It can become tiresome, because, even if the dialogue is not exposition, in the first playthrough it can feel like a barrage of information, which doesn't mean anything particular to us. But that's the key, as I have been repeating the chapters, the game's puzzles started falling into place. One thing that bugged me out at first, were the infamous greyed out choices, and given there were no charisma stats in the game, why were they blocked? I wondered, what was all about, those greyed areas sent my first playthrough in an automatic mode. But, then, as I began repeating some of the chapters, I began to realize why were they blocked. This weren't blocked per se, this were the things the farmer wished he could say but won't. Like any of us. The choice, remains entirely affective even if it won't open a new branch/alternative in the narrative, but they do change the way you decide to interact with the narrative. What you wished you could say if you were there, inside the farmer's head. Interactiveness causing empathy, one of the strongest ways the game form can affect the player. "The medium is the message".
I don't know how effective it is, given that most gamers' reactions are frustrated -and it ain't exactly cheap, that could be its most potential criticism. I was too, I had to give it a chance to understand that this was no numb and play game. Adios in fact, might be one of the most radical ways to exemplify what a game and only a game can do. Without action, without cutscenes. Only the player's vision and interaction with its narrative. For that alone, I find it commendable.
Score:
85/100
A very short story about a pig farmer who disposes of bodies for the mob and wants to stop. This is a well written and voice acted game that has no reason to be a game. You walk a few feet, then listen to a conversation for 5 minutes. The 'gamey' parts involve just rote activities like throwing a few horseshoes or feeding too many apples to a horse. They don't really add anything, they actually might take away from the good writing.
I'm not usually one to complain that I didn't get enough time out of a game for the money, but an hour for $25 CAD is not great.
I'm unsure what this game is going for... i don't really understand the background story or the context of the premise.,,, I kind came into the game thinking you were a pig farmer who began to have veganize qualms about the meat processing industry.. However, the ender of the game leaves me with a big blank as to WTF the whole thing was about... It sems
All in all it's a narrative heavy game, that fixates on unlocking achievements and just doesn't really have a lot of substance. Maybe I played it wrong. I expected more from this tough. It's a bit like an on rails Firewatch about the same length, and goes just as heavy with the twist, but I thought the twist wa
A sad, well written, short game (around 1.25 hours) that's worth playing, providing it's free or relatively cheap.
It seems to be replayable, and I plan to give it a go and see if the choices lead to different results.
Unfortunately, I encountered a soft lock and a progression breaking bug and in both instances I had to restart from the last "scene" thankfully only losing around 5 minutes of progress, but it did break the flow.
Thought provoking and full of heart, you'll come away happy providing you didn't spend too much to play it
This is basically an interactive story. There isn't much that takes actual gaming skills, but the story was kinda interesting. I feel like this would have been better as a short film on Youtube or something.
If you got it for free, like I did, and you have an 1hr and a half to kill, this is entertaining enough for killing that time. But don't spend your money on it, it's not worth it.
What a bizarre game.
The writing and acting in this game are both excellent. Whoever wrote this, I want to play any other games they write, because the narrative was absolutely compelling and interesting and I could not stop playing until I saw it through, because the writing was great.
Everything else about this is heinous garbage. There's no controller Y-axis invert, which ordinarily completely disqualifies a game for me, but I put up with it to listen to the story. That should have been a harbinger for the gameplay problems this has. This should have been done in the style of Subsurface Circular, where dialog is the only mechanic, because moving and doing actions in this game is miserable, like puppeting a marionette via carrier pigeon.
At the dramatic climax of the game, you're inexplicably tasked with cooking dinner, including chopping up of meats and vegetables. Let me tell you that I literally chopped the steak on the floor, and the carrots from inside the refrigerator, because it was literally impossible for me to put the items on the cutting board that it appears you are supposed to use. This really, really depleted the narrative power.
I don't know …
What a bizarre game.
The writing and acting in this game are both excellent. Whoever wrote this, I want to play any other games they write, because the narrative was absolutely compelling and interesting and I could not stop playing until I saw it through, because the writing was great.
Everything else about this is heinous garbage. There's no controller Y-axis invert, which ordinarily completely disqualifies a game for me, but I put up with it to listen to the story. That should have been a harbinger for the gameplay problems this has. This should have been done in the style of Subsurface Circular, where dialog is the only mechanic, because moving and doing actions in this game is miserable, like puppeting a marionette via carrier pigeon.
At the dramatic climax of the game, you're inexplicably tasked with cooking dinner, including chopping up of meats and vegetables. Let me tell you that I literally chopped the steak on the floor, and the carrots from inside the refrigerator, because it was literally impossible for me to put the items on the cutting board that it appears you are supposed to use. This really, really depleted the narrative power.
I don't know what game the actual gameplay designer and programmers were trying to make, but it was not the same game that the writer had envisioned, I am sure of. I'm going to try to figure out who wrote this so I can watch their career with interest, but I would never recommend anyone play this game, unless you're interested in the most ludo-narrative dissonant game I've played in a while.
Adios is a walking simulator with minor mini-games. It is a boring looking game that looks cobbled together with basic Unity assets. The premise is its' strongest element, but becomes painfully tedious due to the dull story delivery. Most of the time you are confined to a small area listening to a character speak.
I gave the game numerous chances to win me over, but I eventually gave up during a fishing mini-game. This game does not respect your time and neither should you. I strongly suggest to just YouTube the story to save your money and time.
Après 15 ans de bons et loyaux services pour la mafia locale, un fermier porcin qui se chargeait de faire disparaitre les corps décide de raccrocher. Mais on n'abandonne pas si facilement la Mafia. Son pote homme de main essaie de lui expliquer sa mort prochaine mais la décision du fermier est prise. Vous l'accompagnez donc pour sa dernière journée à la ferme et vous faites le point sur votre vie.
Le concept aurait pu être très cool et l'histoire est écrite avec une grande justesse. J'ai notamment beaucoup aimé le fait que certains choix de dialogue soient grisés par défaut car il y a des choses qu'un homme n'arrive pas à dire même quand sa fin est proche.
Malheureusement le jeu est laid, mal optimisé et chaque action est laborieuse. Mention spéciale au mini jeu de fer à cheval proprement injouable.
Heureuse d'avoir pu profiter de l'expérience gratuitement via amazon games parce qu'il ne mérite clairement pas son prix de sortie.
When I started playing 'Adios' I expected a typical, submersive (in its own way) walking sim, and what I got instead was a whole lot of dialogue that ended up becoming boring very quicky (except the end, which is way better than its previous parts). Some minigames and stuff to do while your character talked was nice, but most of them were very repetitive, and it was not dynamic at all. The style of the game is nice, and its ending shocked me quite a bit, but I would have liked that the dialogue decisions were more relevant in terms of consequences and endings. Still, average at best.
Adios excels in its creative writing through its complicated moral narrative. The characters are shown as complex even with a short runtime, and it’s easy to get emotionally invested in this farmer’s life. However, the limited interactivity really weighs on the experience as it drags in places that make it feel longer than it is. I wasn’t sold on the direction and really felt like there could have been a lot more here.
Say hello to this game, which is free this week on the Epic Store.