RE:CALL is the most recent proposal from maitan69
RE:CALL, a mystery to be solved with the Mandela effect
in RE:CALL we put ourselves in the shoes, mainly, of Bruno Cerati, a young man with few friends who had a very hard life at school. For some reason, Bruno feels like recently someone is watching him all the time, as if accompanying him. From nowhere, he will find himself involved in a crime and, remembering what happened to tell the police, he will realize that everything he changes in his story ends up becoming real for the whole world
In a journey of introspection and a lot of mystery, Bruno will have to face his past, discover what awaits him and gives him his new powers and above all solve the crimes while doing to survive in his own memories. But, of course, nothing will be that simple.
Information, the key to solving all mysteries
As we said, The main mechanic of RE:CALL is the Mandela effect buff. Everyone believes something in some way, but it really wasn’t, and it allows them to remember the past in a different way. In RE:CALL, this takes it a step further and makes it a playable mechanic, with the main goal being to modify memories so that in the end everything goes as desired. In fact, we are going to die, and many times. But nothing happens, in total, it was just a memory, and we control those memories. What we will have is new information.
And it is that the information is essential in this game to solve the puzzles. You may not be able to open this drawer at first, or enter this room, or even have a certain conversation with a character. However, as you progress, you discover combinations, get items, or just new information to pull the thread further with. Everything will go wrong many times, but that’s for it to end well. In terms of playable mechanics, the game will generally be limited to conversations, traversing the map, and interacting with certain objects and characters. However, at some point the powers that be will take center stage, resulting in more complex puzzles and a more constant shift between present and past.
Incredible sound section and visual aspect with ups and downs
The graphical aspect of RE:CALL is perhaps its weakest point, due to its inconsistency. the game has pixel art style, and the sprites of the characters in the conversations are amazing, very detailed and with great personality. However, when we go to the overworld, the models are very similar to each other, quite different in some cases from their sprite. As for the environments, they are not too varied, but they conform to it.
However, If we go to the sound section, all we see are lights. Few sound effects, but very well chosen and implemented, as well as a spectacular and very catchy soundtrack, make RE:CALL a very remarkable game in terms of sound.
In short, RE:CALL…
In short, RE:CALL is a game with its own very interesting mechanics, which lends itself to various puzzles and puzzles, in general, we get along well. Throughout its eight chapters we will live a story that, although a bit cliché, is generally well done, despite the fact that the end is somewhat chaotic.
It’s not a particularly long game, we’ll finish it in about four hours, more or less. The game is available in English and Spanish, although Spanish from Argentina. Finally and as always, if you want to know more about games and news, we are waiting for you here, at Xbox area.
REMINDER
Pro.
- A good plot, with several twists at key points, although with a somewhat rushed ending
- All the characters are very charismatic
- An amazing soundtrack
- Generally very fun and interesting puzzles
Contra.
- The difference between dialogue sprites and world sprites
- Slightly tedious puzzles in later chapters
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