I am future Develop: Mandatory // Public: Tiny build Launch: May 18, 2023 In I am Future we do not take renewable resources of nature but, struck in a roof, we have to search, take advantage and reuse a series of quite limited finite resources. For this reason, the characteristic that marks progress in this self-defined cozy survival is not the time of appearance of resources but our ability to build, recycle and transform existing materials.
And this environmental and anti-capitalist allegation permed in all in the whole design of the game or, at least, in everything we can know through its demo. The post-apocalyptic world proposed by Mandatory connects us with other human beings even if they are not with us. Because what they were is now all we have. The title begins with the protagonist, an amnesic man, waking up on a roof after spending six and a half homogenized years in a capsule. Although we do not recognize the world around us, we can perceive that it has been whipped by some type of catastrophe that has led to all the streets being flooded and that the majority of artifacts within our reach are in poor condition. Our short-term goal is to stay alive, rest and eat enough not to faint, while we discover a little more about who we are and what we do only in that strange place. Our first interactions with the world are based on pruning, disassembling, cooking and cutting. But the possibilities multiply at a good pace. What was previously a lot of garbage soon becomes a key to advance. To expand our borders and learn some more trick. Although it is evident that I am future developers still have enough work for the launch-some animations and the interface are much less developed than it should-the demo leaves a very good taste in terms of rhythm and the possibilities of the game. Through small objectives, which are gradually complicated, this advance establishes that the important thing here is to find the way to meet our immediate needs instead of accumulating resources waiting to use them later. For example, cutting all the wooden elements on the stage and reducing them to planks as soon as we find the Sierra is much less effective than cutting some element when we need it, maintaining the structures as complete as possible and energy consumption to a minimum. An interesting idea that points, but that does not develop in this demo, is that our protagonist will try to automate most processes, not to exploit the systems itself but to save manual work. Because unlike other simulators with agricultural and craft components, we cannot get rich here. The only currency we find are the benefits for recycling materials, an idea that seems to want to reflect the transformation as a last step after the reduction and reuse that the game reflects so well. The small moments that break the craft, exploration and collection of materials, mini-games such as fishing or those that lead us to disassemble the devices, give I am future enough variety so that we do not miss the dialogue or interactions with other characters. With so many things to do, and such a satisfactory list of tasks, it is easy to forget that we are actually very alone. Therefore, even if the promised story finally comes to disappoint us, we will always have the enjoyment of the pleasant loneliness.
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