One of the more positive aspects was the scenic breaks. I spent as much time as I could just looking around. From the noises of the wind when the window is down, to the use of the radio, this game got a lot right. The background environment, while often repetitive, was a delight to look at. With minimal experience with point-and-click adventures or visual novels, Hitchhiker was surprisingly well recieved. The tension really was necessary, or I believe the game would have towed the line of boring. This story uses a small collection of moments and mixes them up just enough to cause tension. Thus, drawing you in enough that you care about the characters and what has happened to cause them to end up separated. The simplicity of the game doesn’t work against it however, because it allows the player to really focus on the story. There are a total of five different “rides” or “drivers” and each work to guide you closer and closer to the end of the road. The main focus, the story, requires you to select responses to each driver. The gameplay, or lack therein, is fairly simple. Each driver you encounter will guide your path closer to the truth you are seeking. In conversation, Copernicus discovers his girlfriend is missing, and you must figure out why. You are called Copernicus, and you work to piece together the memories you have lost. The game beings with you sitting in the passenger seat as the “hitchhiker”. The narrative, like many point and click adventures, drives the story (pun inteneded). Discovering a way to create an adventure game that successfully presents a thought provoking narrative, while keeping you on edge with the storytelling. A present day series that comes to mind that would appear inspired by Twilight Zone or Hitchcock would be Black Mirror. Alred Hitchcock had the ability of capturing these same emotions. Even dated, it often provides a chilling look at the human condition, as well as, moments of unease. The series Twilight Zone is, to this day, one of my favorite shows.
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