Compara los precios de LISA: The Painful en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Dingaling Productions. Publicado por Serenity Forge. Lanzado el 15/12/2014. Disponible en PC, Mac, Linux. Géneros: Adventure, Indie, RPG. Puntuación Metacritic: 77/100.

Rare proof that an RPG can weaponize its own mechanics against you. LISA makes every choice sting, and it means every single one of them.

I keep a short list of games that genuinely changed what I thought interactive storytelling could do. LISA: The Painful earned its place on that list the moment I watched a party member die permanently because I chose to sleep in the wrong building. No dramatic music sting. No retry prompt. Just gone. That is the whole thesis of Austin Jorgensen's post-apocalyptic RPG, and it is quietly radical. The setup plants you in Olathe, a wasteland where a mysterious event called the White Flash erased every woman from existence, leaving behind desperate, violent, often absurd men organized into warlord factions. You play as Brad Armstrong, a middle-aged ex-martial-arts instructor and longtime Joy addict who discovers an infant girl and raises her in secret, only to lose her and set out across a crumbling world to find her. That premise could easily collapse into exploitation. It does not, because Jorgensen folds the trauma directly into how the game plays. Brad's Joy addiction is not a cutscene stat - it governs combat. Dose him up and he deals only critical hits but faces brutal withdrawal penalties later. Stay clean and watch his damage crater during the stretches when his body fights back. The decision to use or avoid Joy mirrors exactly the kind of hollow short-term bargain the story keeps forcing on Brad, and that alignment of system and theme is genuinely rare. Combat itself is turn-based and party-driven, with a roster of up to thirty recruitable characters scattered across towns and camps, each carrying a unique move set. Brad uses an Armstrong Style combo dial, chaining inputs for different attacks in a way that echoes old-school fighting-game structure. Some party members get drunk for buffs. Some fight with sweatbands and greasy ponchos. One can be permanently lost to Russian roulette if you choose to gamble for resources. Enemies are static - each one appears once and never respawns - which gives every fight a small weight of finality. The Definitive Edition, updated in 2023, added campfire conversations between party members, revised battle systems, a full music player, and a Painless story mode for players who want the narrative without the punishment. Pain Mode, the harder alternative, destroys save points after a single use, which either deepens the dread or tests your patience depending on your tolerance for that particular pressure. Both modes have something to offer; neither is wrong to choose. The part of LISA that stays with me longest is the soundtrack. Jorgensen composed everything, and the score sits somewhere between damaged folk guitar, discordant industrial texture, and moments of aching quiet that arrive at exactly the right scene breaks. The pixel art is crude on purpose - rough character sprites, muted wasteland color palettes - and that roughness does real work. It keeps the world from being comfortable. The platforming that bridges combat encounters is the weakest element: ledge navigation is clunky, and falling to your death because a ladder sits one pixel from a drop has frustrated players consistently since launch. It is a small thing that accumulates irritation over a full run. This is not a game that works for everyone, and I would not pretend otherwise. Its themes include abuse cycles, addiction, and sexual violence presented without softening. One critic found the nihilism unrelenting in a way that shut out empathy entirely, and that reading is legitimate. What I would push back on is the idea that the darkness is gratuitous. The community that formed around LISA in the decade since launch - producing fan expansions, deep lore discussions, and ongoing conversation about ludonarrative design - suggests that something here struck a chord well beyond shock value. If you have any patience for intentional discomfort, for a game that treats your choices as real consequences rather than flavor, this handcrafted world from a solo developer will earn your time. Kai, Scout Team

LISA: The Painful

LISA: The Painful

15 dic 2014Dingaling ProductionsSerenity Forge
GamerScout opina

Rare proof that an RPG can weaponize its own mechanics against you. LISA makes every choice sting, and it means every single one of them.

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Acerca de LISA: The Painful

I keep a short list of games that genuinely changed what I thought interactive storytelling could do. LISA: The Painful earned its place on that list the moment I watched a party member die permanently because I chose to sleep in the wrong building. No dramatic music sting. No retry prompt. Just gone. That is the whole thesis of Austin Jorgensen's post-apocalyptic RPG, and it is quietly radical. The setup plants you in Olathe, a wasteland where a mysterious event called the White Flash erased every woman from existence, leaving behind desperate, violent, often absurd men organized into warlord factions. You play as Brad Armstrong, a middle-aged ex-martial-arts instructor and longtime Joy addict who discovers an infant girl and raises her in secret, only to lose her and set out across a crumbling world to find her. That premise could easily collapse into exploitation. It does not, because Jorgensen folds the trauma directly into how the game plays. Brad's Joy addiction is not a cutscene stat - it governs combat. Dose him up and he deals only critical hits but faces brutal withdrawal penalties later. Stay clean and watch his damage crater during the stretches when his body fights back. The decision to use or avoid Joy mirrors exactly the kind of hollow short-term bargain the story keeps forcing on Brad, and that alignment of system and theme is genuinely rare. Combat itself is turn-based and party-driven, with a roster of up to thirty recruitable characters scattered across towns and camps, each carrying a unique move set. Brad uses an Armstrong Style combo dial, chaining inputs for different attacks in a way that echoes old-school fighting-game structure. Some party members get drunk for buffs. Some fight with sweatbands and greasy ponchos. One can be permanently lost to Russian roulette if you choose to gamble for resources. Enemies are static - each one appears once and never respawns - which gives every fight a small weight of finality. The Definitive Edition, updated in 2023, added campfire conversations between party members, revised battle systems, a full music player, and a Painless story mode for players who want the narrative without the punishment. Pain Mode, the harder alternative, destroys save points after a single use, which either deepens the dread or tests your patience depending on your tolerance for that particular pressure. Both modes have something to offer; neither is wrong to choose. The part of LISA that stays with me longest is the soundtrack. Jorgensen composed everything, and the score sits somewhere between damaged folk guitar, discordant industrial texture, and moments of aching quiet that arrive at exactly the right scene breaks. The pixel art is crude on purpose - rough character sprites, muted wasteland color palettes - and that roughness does real work. It keeps the world from being comfortable. The platforming that bridges combat encounters is the weakest element: ledge navigation is clunky, and falling to your death because a ladder sits one pixel from a drop has frustrated players consistently since launch. It is a small thing that accumulates irritation over a full run. This is not a game that works for everyone, and I would not pretend otherwise. Its themes include abuse cycles, addiction, and sexual violence presented without softening. One critic found the nihilism unrelenting in a way that shut out empathy entirely, and that reading is legitimate. What I would push back on is the idea that the darkness is gratuitous. The community that formed around LISA in the decade since launch - producing fan expansions, deep lore discussions, and ongoing conversation about ludonarrative design - suggests that something here struck a chord well beyond shock value. If you have any patience for intentional discomfort, for a game that treats your choices as real consequences rather than flavor, this handcrafted world from a solo developer will earn your time.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:aaaTrauma-RPGPermadeath Party MembersAddiction MechanicLudonarrative DesignPain ModeCombo-Based CombatStatic EncountersDark ComedySolo DeveloperFan Expansion Scene

Requisitos del sistema

Mínimos

OS
Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
Memory
512 MB RAM
Storage
800 MB available space
Graphics
1024 x 768 pixels or higher desktop resolution
Processor
Intel® Pentium® 4 2.0 GHz equivalent or faster processor

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Reseñas y valoraciones

Metacritic
77

Información del juego

Desarrolladora
Dingaling Productions
Distribuidora
Serenity Forge
Fecha de lanzamiento
15 dic 2014

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¿En qué plataformas está disponible LISA: The Painful?

LISA: The Painful está disponible en PC, Mac, Linux.

¿Cuándo se lanzó LISA: The Painful?

LISA: The Painful se lanzó el 15 de diciembre de 2014.

¿Quién desarrolló LISA: The Painful?

LISA: The Painful fue desarrollado por Dingaling Productions y publicado por Serenity Forge.

¿Merece la pena comprar LISA: The Painful?

LISA: The Painful tiene una puntuación Metacritic de 77/100, 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.