Compara los precios de Everybody's Gone to the Rapture en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por The Chinese Room. Publicado por PlayStation PC LLC. Lanzado el 14/4/2016. Disponible en PC. Géneros: Adventure, Casual, Indie. Puntuación Metacritic: 76/100.

A walking sim set in an eerily empty English village, piecing together what happened to its residents through light echoes and radio voices. Contemplative to a fault.

Everybody's Gone to the Rapture is a first-person walking sim from The Chinese Room, the studio behind Dear Esther. You explore a depopulated valley in rural England, sometime in the 1980s, hunting for traces of the people who vanished. There are no puzzles, no inventory, no combat. You follow drifting golden light through fields, country lanes, and kitchen gardens, triggering memory-echoes that reconstruct what the villagers experienced in their final hours. If that sounds like a slow proposition, it is. If it sounds beautiful, it also is. The game's greatest achievement is environmental storytelling at a density that bigger studios rarely attempt. Every house has mail on the mat, washing on the line, half-eaten dinners gone cold. The characters you piece together through audio vignettes are written with genuine specificity: a strained marriage, a scientist in over her head, a priest losing his faith at exactly the wrong moment. None of them are archetypes filling roles; they feel like people who had lives before the story started. The Chinese Room clearly cared deeply about this fictional community, and that care transmits. The soundtrack by Jessica Curry is the other reason to play this. It escalates from soft pastoral strings to something genuinely sacred and unsettling without ever announcing the shift. Some sequences pair the music with the light effects in a way that produces a kind of held-breath atmosphere most narrative games cannot touch. Sound design carries emotional weight here that dialogue would have fumbled. Where the game earns its Mixed Steam reception is movement speed. The protagonist walks slowly, and there is no sprint button for much of the experience. The valley is large. If you lose a light thread and have to backtrack, the silence that felt meditative ten minutes ago can start to feel punishing. The game also makes no effort to accommodate players who want any kind of agency beyond choosing which golden orb to follow next. That is a deliberate design position, not an oversight, but it is a hard line that splits audiences cleanly. Casual curiosity will stall out; genuine investment in the fiction will carry you through. At roughly five to six hours on a focused playthrough, Everybody's Gone to the Rapture knows exactly how long it needs to be, which is rarer than it should be. The ending demands that you have been paying attention to all six character threads, and it rewards that attention with a conclusion that is quiet rather than spectacular, exactly as it should be. For anyone drawn to the overlap of literary fiction, rural British atmosphere, and games-as-experience rather than games-as-challenge, this one deserves your patience. Kai, Scout Team

Everybody's Gone to the Rapture

Everybody's Gone to the Rapture

14 abr 2016The Chinese RoomPlayStation PC LLC
GamerScout opina

A walking sim set in an eerily empty English village, piecing together what happened to its residents through light echoes and radio voices. Contemplative to a fault.

PC
Steam Deck PlayableProtonDB Platinum
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Everybody's Gone to the Rapture is a first-person walking sim from The Chinese Room, the studio behind Dear Esther. You explore a depopulated valley in rural England, sometime in the 1980s, hunting for traces of the people who vanished. There are no puzzles, no inventory, no combat. You follow drifting golden light through fields, country lanes, and kitchen gardens, triggering memory-echoes that reconstruct what the villagers experienced in their final hours. If that sounds like a slow proposition, it is. If it sounds beautiful, it also is. The game's greatest achievement is environmental storytelling at a density that bigger studios rarely attempt. Every house has mail on the mat, washing on the line, half-eaten dinners gone cold. The characters you piece together through audio vignettes are written with genuine specificity: a strained marriage, a scientist in over her head, a priest losing his faith at exactly the wrong moment. None of them are archetypes filling roles; they feel like people who had lives before the story started. The Chinese Room clearly cared deeply about this fictional community, and that care transmits. The soundtrack by Jessica Curry is the other reason to play this. It escalates from soft pastoral strings to something genuinely sacred and unsettling without ever announcing the shift. Some sequences pair the music with the light effects in a way that produces a kind of held-breath atmosphere most narrative games cannot touch. Sound design carries emotional weight here that dialogue would have fumbled. Where the game earns its Mixed Steam reception is movement speed. The protagonist walks slowly, and there is no sprint button for much of the experience. The valley is large. If you lose a light thread and have to backtrack, the silence that felt meditative ten minutes ago can start to feel punishing. The game also makes no effort to accommodate players who want any kind of agency beyond choosing which golden orb to follow next. That is a deliberate design position, not an oversight, but it is a hard line that splits audiences cleanly. Casual curiosity will stall out; genuine investment in the fiction will carry you through. At roughly five to six hours on a focused playthrough, Everybody's Gone to the Rapture knows exactly how long it needs to be, which is rarer than it should be. The ending demands that you have been paying attention to all six character threads, and it rewards that attention with a conclusion that is quiet rather than spectacular, exactly as it should be. For anyone drawn to the overlap of literary fiction, rural British atmosphere, and games-as-experience rather than games-as-challenge, this one deserves your patience.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamWalking SimAtmospheric Storytelling1980s SettingEnvironmental NarrativeOrchestral SoundtrackSingle PlaythroughLiterary FictionRural Horror-Adjacent

Requisitos del sistema

Mínimos

OS
64-bit Windows 7, 64-bit Windows 8 (8.1) or 64-bit Windows 10
Processor
Intel Core i5-4570T 2.9 GHz / AMD FX-6100 3.3 GHz
Memory
4 GB RAM
Graphics
NVIDIA GeForce GTX 560 Ti / AMD Radeon HD 6850
DirectX
Version 1…

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OS
64-bit Windows 10
Processor
Intel Core i7-4770S 3.1 GHz / AMD FX-8320 3.5 GHz
Memory
8 GB RAM
Graphics
NVIDIA GeForce GTX 770 / AMD Radeon HD 7970
DirectX
Version 11
Storage
8 GB available spa…

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Reseñas y valoraciones

Metacritic
76
Steam
68%(2,102)

Información del juego

Desarrolladora
The Chinese Room
Distribuidora
PlayStation PC LLC
Fecha de lanzamiento
14 abr 2016

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¿En qué plataformas está disponible Everybody's Gone to the Rapture?

Everybody's Gone to the Rapture está disponible en PC.

¿Cuándo se lanzó Everybody's Gone to the Rapture?

Everybody's Gone to the Rapture se lanzó el 14 de abril de 2016.

¿Quién desarrolló Everybody's Gone to the Rapture?

Everybody's Gone to the Rapture fue desarrollado por The Chinese Room y publicado por PlayStation PC LLC.

¿Merece la pena comprar Everybody's Gone to the Rapture?

Everybody's Gone to the Rapture tiene una puntuación Metacritic de 76/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.