After a couple of delays, Anemoiapolis has finally come out. In my honest opinion, so far, so good. Some things may need to be tweaked, especially saving your game progress if you take a break and come back and it didn't save, and you have to start the game all over again. Hopefully, this gets fixed. I guess a good thing about this is the next time I play the game I'll know where the tickets to collect are with some surprises. Once it's fixed, if you're a fan of liminal spaces, this game is for you. I relate heavily to this game because while growing up, I watched one mall I went to as a kid turn into a dead mall right before my eyes due to store competition, a nearby outdoor mall, and the rise of online shopping. The main lobby in the game was the same creepy, uncanny, yet sad vibes I had when I went to do my graduation pictures where the local high schools set up shop to have student pictures done in one of the smaller abandoned shops seeing nothing in the mall left inside except for a kid's theatre, the only remaining opened anchor store, and the still opened movie theatre. Months later, the mall closed for good, except for the movie theatre and the last anchor store. Okay, the backstory is over! What to expect from the game from what I've seen so far?
In Anemoiapolis, the character you play gets sent to investigate an undeveloped empty paper town in the middle of nowhere that was sucking power for years without anyone knowing. Suddenly, you fall into a trap that sends you to an underground maze of liminal spaces. Your mission, find a way back to the surface alive. I think the best part of the game is the dread you feel wherever you go someone is watching you while you are alone in the halls, swimming in the pools, playing on the golf maze, you name it. You can even interact with objects like faucets, showers, lockers, beach balls, etc. If there where anything else to improve or add, it's some fun mini-games, game achievements like in the golf course, and maybe prizes or hidden notes that explore the lore of Anemoiapolis and how it came to be. Maybe have some objects to collect from the lockers (Edit: Somebody did find some tickets in one locker so far). Even a ticket counter at the top corner of the screen that doesn't go away would be great.
I say when the save bug gets fixed, I do recommend playing the game. It's only the first chapter, so there's room for updates. But be ready when the game plays with your mind if you get lost or you get scared out of your mind. The Blue Backrooms did that to me! I'll make an updated review once I finish the chapter if this review gets popular. But before I end this review, the opening phone call of our character calling his wife to put the Curry in the fridge was cut. I'm going to say this now. BRING BACK THE CURRY!!!
The appeal of the Liminal Horror genre eludes me a bit, as I find liminal spaces more inviting than uncomfortable, but the atmosphere of Anemoiapolis reminds me of NaissanceE, and that really makes me want to play it.
I might, once I figure out just how much of it falls onto the horror side of things, since I don’t really enjoy horror games. While NaissanceE had its tense moments and was often (beautifully) eerie, the only truly scary thing about it was the incredibly clunky platforming.
i know for your dead dare mall au that it is based off a 70s mall and this is more of like early 2000s or present dead malls but there is this cool game called Anemoiapolis which is a liminial horror game. and i thought you would like the general vibes of it or it could be cool inspiration.
I LOVE ANEMOIAPOLIS!!
I've been watching it since its demo a while back and I'm OBSESSED with the full game (or Chapter 1, anyway.)
I'm a huge nerd for liminal space and horror, and this game just works with that narrative so damn well. It's the only game of its kind (that I've found) which doesn't feel like one big monster chase. It builds the tension and evens out the suspense-to-surrealism perfectly. Ten out of ten. Can't wait for chapter 2!
Big fan of Anemoiapolis but the ticket system introduced absolutely shot the liminal space feeling in the foot, which is really interesting to me. The second you realize the tickets are a gimmick, something to search for, something about the feel of the game changes. It would've worked just as well without them I think.
Things that would've engaged players in the moment like the hacking puzzles and manipulation of the environment (ie: the diving board and short-circuiting the door lock at the beginning) are barely used at all.
Aesthetic-wise, the non-pool areas don't seem as interesting as the final segment, but that could be my own bias in favor of the poolrooms as a setting. The game's strongest point are the poolrooms and it knows this, because the poolrooms are the final segment. However, this means that playing the demo and playing chapter 1 result in about the same experience, save for the very end, because no information about the world is delivered in all the time in-between.
That being said it's still a very pretty game that plays the backrooms feel well and I am interested into how it carries the story and setting from here on out, now that we have a more to the big picture.
After a couple of delays, Anemoiapolis has finally come out. Anemoiapolis is a relaxing liminal space horror game made by Andrew Quist. In my honest opinion, so far, so good. If you're a fan of liminal spaces, this game is for you. I relate heavily to this game because while growing up, I watched one mall I went to as a kid turn into a dead mall right before my eyes due to store competition, a nearby outdoor mall, and the rise of online shopping. The main lobby in the game was the same creepy, uncanny, yet sad vibes I had when I went to do my graduation pictures where the local high schools set up shop to have student pictures done in one of the smaller abandoned shops seeing nothing in the mall left inside except for a kid's theatre, the only remaining opened anchor store, and the still opened movie theatre. Months later, the mall closed for good, except for the movie theatre and the last anchor store. Okay, the backstory is over! What to expect from the game from what I've seen so far?
In Anemoiapolis, the character you play gets sent to investigate an undeveloped empty paper town in the middle of nowhere that was sucking power for years without anyone knowing. Suddenly, you fall into a trap that sends you to an underground maze of liminal spaces. Your mission, find a way back to the surface alive. I think the best part of the game is the dread you feel wherever you go thinking that someone is watching you while you are alone in the halls, swimming in the pools, playing on the golf maze, you name it. You can even interact with objects like faucets, showers, lockers, beach balls, etc. One original game level from the demo was changed to start at what was originally the end of that level. I thought to warn demo players and watchers just in case. If I was surprised by something was the ending. I won't spoil it, but now I'm interested to see who else we meet as allies or foes who are still alive down there. I was worried we would get treated to the elevator drop scare Bendy style, but nope, we get the credits paying behind us. LOL!
If there where anything else to improve or add, it's some fun mini-games, game achievements like in the golf course, and maybe prizes or hidden notes that explore the lore of Anemoiapolis and how it came to be. If you have the patience to look through all the lockers, you can find some tickets. Maybe the creator, Andrew Quist, wants to add new stuff in the game that causes you to look in the lockers carefully for needed survival supplies. What about a flashlight update? There could be backup batteries to use if your flashlight dies just to have some objects to collect from the lockers. Another detail could be collecting non spoiling food to help your health bar if added. Even a ticket counter at the top corner of the screen that doesn't go away would be great. If you're low on something and have tickets to spare, vending machines of needed supplies could be an interesting addition. Trust me, if you collect almost all the tickets, you may want to spend some tickets on something. Maybe side mini-games like arcades and vending machines can end up punishing you to find more tickets if you are not careful.
It's only the first chapter, so there's room for updates Andrew could do. But be ready when the game plays with your mind if you get lost or scared out of your mind. The Blue Backrooms did that to me! But before I end this review, the opening phone call of our character calling his wife to put the Curry in the fridge was cut. I'm going to say this now. BRING BACK THE CURRY!!!