Set out on a cross-country journey to win back the love of your life and endure the hardship of making story-defining choices that affect your life and the lives of those around you.Read full description
“Always Sometimes Monsters deals in chaos and quantum theories – in every second of our lives, we make choices that forever impact our timelines going forward, dictating whether we keep or lose friends, maintain a job or succeed in our goals. We are the masters of our destinies, Always Sometimes Monsters says – but we can't control other people's lives. That's where it gets tricky.” 4/5 – Joystiq
“It's an earnest look at life under tough economic pressure, at love when things don't go according to plan and at a creative career during its shittiest lows. It has a lot to say, and importantly, it speaks from the heart.” 8/10 – Polygon
“Always Sometimes Monsters isn't the first game to get clever with morality. It's not the first game that's had a few grey areas. It also isn't about either of those. It's about perspective. It's about empathy. It's about who we are and why we do what we do. That narrative is one of contradiction and hypocrisy, because that's what real people are about.” 9/10 – Eurogamer
Out of money and out of luck you find yourself heart broken and on the verge of collapse. Your landlord's taken the key back, you can't finish your manuscript, and your beloved is marrying someone else. With no choice but to handle whatever life throws at you, you set out on the open road on a mission to win back the love of your life. The story from there is up to you. Can your life be salvaged, or are we always sometimes monsters?
A story-driven experience focusing on relationships and emotional bonds rather than traditional RPG combat and adventuring. Indecision is your enemy and empathy is your weapon in a quest to earn one last chance to win back the love of your life.
Choose from characters of different gender, race, and sexual preference and live through the common experiences and unique hardships of each based on your selection. NPCs may treat you differently based on your gender, race, or sexual preference opening and closing different paths along the way.
Each playthrough is filled with a staggering number of diverging paths that can be discovered through both overt actions and subtle choices in conversation. The journey you experience will be tailored to your personal ethical compass as your decisions both conscious and subconscious change your fate.
Always Sometimes Monsters has content dealing with racism, sexism, homophobia, transphobia, mental health, sexual assault, child abuse, animal abuse, drug abuse, and suicide.
Copyright © Vagabond Dog 2013. All Rights Reserved
Always Sometimes Monsters is a unique game that I quite enjoyed. There were a few things that could have been improved, but overall, I liked it. I will try my best to describe my experience that will hopefully influence your decision to buy or not. When I first launched the game, I was intrigued by the graphic style. Please note that the graphics were one of the reasons why I purchased the game since they reminded me a bit of MySim games. I had a lot of trouble initially with the controls. Nowhere in the main menu did they give you instructions of how to control the game. I could have looked it up on the Internet (which I did after ten minutes), but my first reaction was to randomly click around on my keyboard until I figured out everything I could do. But unfortunately, I hit F12, which reset my game and I had to redo the first ten minutes I played over. At least I wasn't hours into it. After I realized I could plug my Xbox remote into my PC and use the controller to play, I have used that instead of the keyboard since. The game became addicting. I played hours on end, but tried to cut my time short of only playing 2-3 hours a day. Again, there was something that I had trouble with, and I had to do a little searching online. As the days progressed in-game, I wasn't sure what to do. I think that the developers could have put in a mechanism where, if the player is stuck, we could go to a spot in a menu to find a goal or something to figure out what to do. You'll notice (if you play) that there are times where you need to waste time in the day without a set goal in mind. That's where things get repetitive. As your chosen character, you want to get to San Vernadino (I might've spelt it wrong, sorry), but if you made mistakes along the way (again, you'll know what I mean if you play), you'll need to make money to buy bus tickets to get there. Luckily, in almost every town, there is a building where you go to find a job to work for the morning, afternoon, or evening. To get the certain amount needed, this process is repeated over and over again, and becomes tiresome. I can understand why some players quit at that point, but I say try not to. It feels quite rewarding when you finally have enough money to get to the next town. I've found that certain mini-games within the game are difficult. When you go to Salt City, you have to play a boxing mini-game if you don't want to go through with an alternative method. It was very difficult because I spent over an hour just on this because the mechanics were hard to figure out. When you reach this part, I'd suggest searching in the Always Sometimes Monsters discussions on Steam. Just search "boxing game", and there should be a post that will give you descriptive advice on how to beat it. Lastly, I want to talk about the ending. It left me kind of missing something. I don't know what other choices I could have made in the past that would have improved it, but I worried that choosing certain things in the last few minutes wouldn't have made a difference. I don't know for sure if this game has "replay value" or not because of the mini-games, but I'll find out. I definitely want to see if any other choices will change if I replay the game. So far, I have enjoyed this game a lot. Like I said, it reminds me of MySims, so it's kind of nostalgic since I played that game as a kid. This is the grown up version of MySims. It's addicting, enjoyable, and rewarding. Oh, and a quick tip for those of you who will decide to play: Save your game often. Don't save it on the "auto" save file, but on one of the other ones. That way, you can reload if you think you messed up. If you aren't sure of when to save, just save your game if you think something big will happen, or before you enter a building you were told to enter.
Its use of choice as a driving point makes for a varying experience each time you play makes it worth the price, and is full of tons of mini games and side quests. However, grinding must be used to achieve the best ending, which is frustrating and slows down the pace of the game. Its still quite enjoyable and features a nice soundtrack and plenty of easter eggs.
Decisions, decisions everywhere. You know this "chose your own adventure" books that have evolved into videogames recently. You pick different options that lead to different paths creating your own storyline. This sounds good, and it actually is, but the fact is there are not so many games in which decisions really matter to the point of creating a complete different line, just a couple of big changes and lots of minor changes that you won't even bother. Well, Always Sometimes Monsters is not the game that will change that, but there is a special effort into it. Actually, Always Sometimes Monsters can be extremely boring and monotonous (but yet, interesting) if you take some decisions, but intensed and frenetic if you take others, as life would be. Everything serves to a good engaging storyline with multiple endings. Not the standard RPG maker game.
Must play for people who are sick with RPG Maker games in fantasy setting and for people who thinks every RPG Maker game is bad. Personally I don't care how game was made - if it's engine written from begin to end by devs or any version of RPG Maker, all of this is not important. What really matter is content and Always Sometimes Monsters doesn't fail in that matter. What is this game about? In short: it's about player, which means you. Every choice brings consequences. How the story will go and how will it end - it depend only on you and what you would do in some situations. It's not some kind of epic story, it's not also some masterpiece that will leave you speechless while playing or ending it - it's just a nice game full of things that might give you some thoughts, or not, and you will think it's trying to be something more than it is. There is a demo version of game, so give it a try and decide for yourself if you want to continue this story or not. I don't regret time spending playing Always Sometimes Monsters. In fact, I would gladly play more story-driven games.
This is my review for Always Sometimes Monsters game on Steam: http://steamcommunity.com/id/furrek/recommended/274310/ Must play for: - people who are sick with RPG Maker games in fantasy setting, - people who thinks every RPG Maker game is bad. Personally I don't care how game was made - if it's engine written from begin to end by devs or any version of RPG Maker, all of this is not important. What really matter is content and Always Sometimes Monsters doesn't fail in that matter. What is this game about? In short: it's about player, which means you. Every choice brings consequences. How the story will go and how will it end - it depend only on you and what you would do in some situations. It's not some kind of epic story, it's not also some masterpiece that will leave you speechless while playing or ending it - it's just a nice game full of things that might give you some thoughts, or not, and you will think it's trying to be something more than it is. There is a demo version of game, so give it a try and decide for yourself if you want to continue this story or not. I don't regret time spending playing Always Sometimes Monsters. In fact, I would gladly play more story-driven games.
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