Main game
3.95 average rating based on 250 ratings
TRSC feels like a perfect little point & click adventure. It has some puzzles, a lot of conversation and seems like a peek into a different Sci-Fi world I'd like to spend more time in and get more information on: Who's Gost? Why can't Donanvan leave the club? What other corporations are out there? It reminded me of Technobabylon, even though I think it's much shorter.
Serving drinks in a near-future bar to cyborgs has a cool premise, but THE RED STRINGS CLUB falters with its preachy writing, unfun gameplay, and lack of focus on compelling characters.
A stunning game where your choices have a large impact on the story line. The characters are intriguing and bizarre enough that I can't think of any other game like it. Best of all however, is the philosophy behind the plot and the message it sends, ensuring that it will stay with you long after it's finished.
over the years i always come back to it. some mechanics are clunky, but i love the vibe and the food-for-thought it provides on what you could call A) the necessity of sadness, evil, and destruction in the world to make happiness, good, and "progress" meaningfully exist at all, or just B) the human condition.
i won't play it again but i will appreciate the memory
Now, this is a different beast of a game. While leading under a sci-fi punk narrative, The Red Strings Club shifts its gameplay form numerous times, much like one of them letting you carve a module that defines human emotions. The game focuses on two people, whereas one of them being a bartender that can mix drinks to convey a customer's particular feelings. That's essential to leading your conversations and uncover the conspiracy plot behind a new technology that may have an impact on mankind's future.
The game is heavy with dialogues, touching a lot on moral philosophy and human psychology while there are also different, innovative gameplay tasks that freshen things up as you follow through the story you shape. With a unique story and concept, along with intellectual subjects implemented, I warmly recommend fans of narrative-driven games that are looking for something really new to the (drinking) table.
The Red Strings Club (Switch) - Una aventurilla gráfica sobre corporaciones, insertos, existencialismo, hackeo y toda la vaina ciberpunk. Por algún motivo la dinámica principal es hacer cócteles, 10/10. Tiene diálogos brillantes pero peca en algo común en el género: tus decisiones no importan, todo desemboca en un mismo final en el que apenas cambian detalles. Pero muy disfrutable aún así.
Claro y conciso, un par de horas para contarte lo que te quiere contar. Es una aventura muy breve sobre un plan "malvado" corporativo, los diferentes intereses personales y el futuro de la humanidad con algún giro de por medio y unas formas muy amenas.
I was pulled in by this game’s excellent writing. Good writing is hard to come by in games, even progressive indie adventure games. A former bartender myself, I found the clunky drink mechanics amusing and engaging. All of the goofy puzzle mechanics never wore out their welcome, each mechanic was given just enough time before the luster wore out, a design choice I appreciated. The art and music were excellent and helped me engage with the characters. My pervy side also enjoyed the pixel art nudity. I enjoyed the game quite a bit, the idea of mind control or AI control of society is not a new one by any stretch, but by giving you agency the game does what a novel or film cannot… if you had to actually design a society where AI control was possible and could limit human suffering… would you use it? Wrestling with this question was a fun exercise and a great example of how game storytelling can be used to provide a unique take on well-trod literary ideas.
The Red Strings Club is a cyberpunk bartender game in which you pour special drinks to get information out of people. Although the game succeeds in developing its themes of free will, power and – the lack of – agency, its all-over-the-place structure stops it from truly shining.
You mainly play as Donovan, the bartender of The Red Strings Club that is an information broker on the side. Donovan can “use spirits to tune into customers’ emotions,” to allow them “to savour, mourn, or contemplate their souls’ fundamental sentiments.” In practice, that means that each customer will have some circles in them displaying certain states of mind, like anxiety, regret or pride. Each spirit the player pours into the glass veers a “soul disk” into a specific direction: absinthe makes the disk go left, while tequila makes it go down. The objective is to make a drink that moves the disk to match the circle the player wants to activate. After serving the drink, the customer will react to it and the conversation will be influenced by the emotion activated. Serving your friend Brandeis a glass of pride, for instance, makes him open up …
The Red Strings Club is a cyberpunk bartender game in which you pour special drinks to get information out of people. Although the game succeeds in developing its themes of free will, power and – the lack of – agency, its all-over-the-place structure stops it from truly shining.
You mainly play as Donovan, the bartender of The Red Strings Club that is an information broker on the side. Donovan can “use spirits to tune into customers’ emotions,” to allow them “to savour, mourn, or contemplate their souls’ fundamental sentiments.” In practice, that means that each customer will have some circles in them displaying certain states of mind, like anxiety, regret or pride. Each spirit the player pours into the glass veers a “soul disk” into a specific direction: absinthe makes the disk go left, while tequila makes it go down. The objective is to make a drink that moves the disk to match the circle the player wants to activate. After serving the drink, the customer will react to it and the conversation will be influenced by the emotion activated. Serving your friend Brandeis a glass of pride, for instance, makes him open up about his plans to hack the North District traffic mainframe and earn bitcoins. Now serving him a glass of regret will make him confess he’s sorry to be working for the same rebel group that tortured Donovan, making the player aware of his stance on the “hacktivist” group Proxima: they may be dangerous and violent, but they still are the only one that can “play on a level field with the corps and the government.” Players will get different information depending on what they serve Donovan’s customers – and, since the game often autosaves after each decision, they will be stuck with that information, stimulating repeated playthroughs.
Donovan lives in a futuristic city dominated by corporations. Here, androids make implants to tap into people’s minds: if a guy is having trouble amassing followers in his social media accounts, he can go and get an implant that will increase his “online social network charisma.” There are enhancements that “block negative stimuli” and even eliminate “the need for social acceptance.” If Donovan can manipulate people’s emotions, corporations can mold their personality.
The plot starts when one of these androids – Akara-184 – breaks into the bar almost destroyed, pleading for help. After accessing its memory data, Donovan discovers a corporate plan to release an implant that is supposed to eliminate depression, sadness, and anger. While some people think that is good – who doesn’t want to be happy all the time? – Donovan knows capitalism very well and so begins his investigation on the true intentions of the Supercontinent Ltd.: will these implants make people docile and more prone to exploitation? Will they be optional or mandated? Are they already inside everyone and just need to be activated?
As Supercontinent’s employees enter the bar, the bartender has a chance to know more. Diana Meyes, the leader of the project, for example, seems to be pure in her intentions, thinking her implants will “serve the greater good.” Another employee, Larissa Robillard thinks only in terms of what she will gain with the project: “Darling, I’m all right with selling weapons, not getting shot by them,” she says to Donovan.
The story mostly revolves around the illusion of agency. Dononan makes his clients reveal information with his drinks, pulling their strings – as the name of his bar suggests – but he has a problem when corporations are doing the same thing. Either way, though, people are still being manipulated: their feelings and, consequently, their ideas are tailor-made fabrications. This is shown literally with the implants that Akara makes for Supercontinent’s clients: the player must carefully mold the clay to match a specific designed – set by the corporation – to attend the needs of a client.
The implant Donovan is trying to stop for being marketed, like his drinks, taps heavily into people’s emotions. It can stop rape, crime, prejudice and fear – it is said. His position, then, as other characters are not shy to point out, is a hypocritical one: Donovan doesn’t have a problem with people being manipulated if he’s the one manipulating. Akara confronts him near the ending, asking what precautions he would make if his plans to stop the implant fail. Akara puts the questions directly on Donovan’s hands: would you like for it to stop rape altogether? To prevent murder and suicides? Would this rob people of their free will? But is free will still a thing in a cyberpunk world?
Supercontinent employees talk about how marketing is completely based on manipulating people; how tapping into people’s emotions is what politics is all about; how people everywhere are being constantly bombarded with information and opinions, with images, sounds and colors; basically how they never stood a chance. Supercontinent’s implant is just the conclusion of this process. It even sheds a light on the problem of modern democracy: the people still have political power if they have become puppetized? And the situation quickly grows more complex as this is a cyberpunk world where powerful AIs exist. Akara, for example, can read people perfectly and even make ethical decisions. Donovan used to pull the strings in his club, but when Akara starts to work for him, he immediately stops being the smartest one in the room. The game’s climax, then, is a pessimistic one, showing that the battle is not to free the people, but for the puppet master position.
The writing is far from subtle, using its noir vibe to make the character reflect openly on the sad state of their society. Right at the beginning, for example, Brandei states: “We live in a city ruled by corporations. If I didn’t associate with scoundrels I’d be out of work in no time.” But there are some quirky elements in the narrative to balance the tone. Donovan, for example, has a supernatural aura around him and his connection with his club – which is further reinforced by the end of an excellent encounter with an optional customer and a dangerous game of Russian Roulette. At the end of each interrogation, Akara also quizzes Donovan about the last customer to test if the bartender – and so the player – really got how that character truly worked, giving rewards if the most answers were right – although never revealing which were and which were not.
The game’s narrative structure, however, is undeniably problematic. After a brief tutorial that shows how preparing drinks work, instead of starting to develop that mechanic, the game shifts to Akara’s perspective, and the player must learn to mold clay into specific designs. Why teach a mechanic if that mechanic is going to be exchanged by another one right after the tutorial ends? The best thing would have been to put Akara’s part as a prologue, before everything, and then focus only on the bartender part – and make that prologue skippable in subsequent playthroughs, as it’s time-consuming. The climax also abandons the bartender setting and becomes a basic point-and-click adventure, making the conclusion feel out of place regarding its mechanics.
Despite some problems of cohesion with its structure, The Red Strings Club is a great game that takes full advantage of its cyberpunk setting to set up important discussions on human agency in an increasingly technological world.
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Игра скучная. Задания не интересные. Дело происходит в баре, а я бросил пить.
Un'avventura grafica o forse no, una cosa strana e affascinante, con qualche limite ma anche un sacco di momenti clamorosi. E decisamente più accessibile del precedente Gods Will Be Watching.
Loaded with philosophy, The Red Strings Club is able to capture the player in a narrative that is deeply controversial and full of dualities with simple but satisfactory gameplay, reaching its pinnacle with one of the best endings ever in a game.