![]() Puzzles typically have one informer and one actor. (Though the games are still fun through Discord, no doubt.) 2. However, when we replayed the games, we found the walkie-talkies made for a much more interesting and compelling gameplay experience. My friend and I originally used Discord to circumvent these restrictions. These buttons emphasize the importance of not just speaking, but also listening. The radio has two separate buttons-one to send signals and the other to receive them. Voice chat in the We Were Here series revolves around an in-game two-way radio. The two players communicate via walkie-talkie. Nevertheless, all three games revolve around the same four gameplay mechanics:ġ. In addition, as of June 2020, all three games are available on Xbox One.Īs the games’ graphics, control schemes, interactivity, and polish have evolved, so too has the price tag-something that angered many fans and led to relatively lower scores, particularly for We Were Here Too. In October 2019, We Were Here became a trilogy, with We Were Here Too ( February 2, 2018) and We Were Here Together ( October 10, 2019) joining the ranks of the two-player co-op puzzle bonanza. ![]() It’s like a creepy version of Keep Talking and Nobody Explodes, and it’s available at no cost. The game is both dark and mysterious, tasking players with exploring an impressive medieval ruin, still haunted with spirits from the past. We Were Here is notable for the creativity of its various puzzles, but also for its atmosphere. The game is a free cooperative puzzler (with VR support!) in which two players must explore a medieval castle and uncover secrets in order to escape. On February 3, 2017, Total Mayhem Games released its first Steam game, We Were Here. This won’t be much of an issue if you’re already buying the game in order to play with a specific friend (which makes more sense, as you’ll have a better time playing with someone that you can easily communicate with), but less social buyers might want to visit the developer’s official Discord in order to find other lonely players to join you on this frigid quest.Where The Scariest Thing is Bad Communication Unfortunately, the online-only approach does come with some caveats, as relying on the lobby in order to find an open game can be a really slow and painful process. Having learned from the other games, this highly atmospheric puzzler makes more of an effort to flesh out the dark backstory behind the adventure without necessarily getting in the way of the constant problem-solving. ![]() I’m already a sucker for spooky Antarctic tales, but We Were Here Together definitely doesn’t disappoint. With the added complexity also comes a more in-depth story, though it’ll still mostly be told through subtle hints and background details rather than traditional cut-scenes and characters. On the other hand, if you’ve already played the other titles and are used to Total Mayhem Games’ puzzle-solving mindset, this new entry will probably feel like a natural evolution of the franchise. Bigger isn’t necessarily better, however, as it can often get very frustrating to keep track of all the clues and tools that you’re given during any specific puzzle. The campaign itself is actually a lot longer this time around, with more expansive areas and multi-stage challenges that will require every possible ounce of teamwork to overcome. Basically, you’ll communicate with your player-controlled companion in order to solve a variety of puzzles, slowly unraveling the true nature of your expedition and the mysterious medieval castle that somehow still stands in this snowy wasteland. There’s no sense in fixing what isn’t broken, so the game keeps the same formula from the previous two titles, with a few minor improvements and more intricate level design. Like the other games in the series, We Were Here Together is a first-person adventure title where you roam a frigid Antarctic outpost armed only with a walk-talkie and the company of a fellow explorer. The latest of these, titled We Were Here Together, promises a much more elaborate experience, featuring larger levels, more complex puzzles and even a deeper narrative. The developers over at Total Mayhem Games are fully aware of this, having built themselves a franchise based on the idea of cooperating with others in order to solve intricate puzzles in an Antarctic setting. From modern-day Escape Rooms all the way back to sharing a controller with a buddy as you both tried to escape the terrors of the Spencer Mansion, I think it’s safe to say that it’s always more fun to solve puzzles with a friend.
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