
Reversion - The Meeting (2nd Chapter)
A short, breezy point-and-click from an Argentinian indie team that builds just enough intrigue in post-apocalyptic Buenos Aires to pull you toward chapter three - but demands you start from the free first chapter first.
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About Reversion - The Meeting (2nd Chapter)
I have a soft spot for small studios betting everything on a serialized story, and Reversion's second chapter is exactly that kind of scrappy, earnest bet. You are back on the ruined streets of Buenos Aires in 2035, playing as Christian - an amnesiac who escaped a paramilitary-controlled hospital in the free first chapter and is now chasing a face in a torn photograph, the only thread back to his own identity. The stakes feel genuinely personal in a way that post-apocalyptic settings sometimes forget to make them. Mechanically, this sits squarely in the classic point-and-click tradition. You examine locations, pick up items, combine them, and work through a sequence of inventory puzzles - swapping dead batteries, cracking simple codes, digging graves. Dialogue trees with allies Victoria and new resistance contact Pablo let you exhaust conversation options to unlock the next location on your GPS map, and a hotspot-reveal button takes the pixel-hunt frustration off the table, which I appreciate. The puzzles are unambiguously on the easy side: think LucasArts logic without the lateral creativity, closer to a gentle warm-up than a brain-bender. If you come in wanting devious multi-step inventory chains, you will feel underserved. If you come in wanting a breezy two-hour story session, the pacing is just right. What The Meeting does well is atmosphere on a budget. The hand-drawn 2D art is cartoony but detailed enough to give Buenos Aires a believable, melancholy texture - crumbling facades and occupied plazas that feel lived-in rather than painted-on. Voice acting is present and genuine, with only occasional translation roughness breaking the spell. The soundtrack carries faint echoes of traditional Argentinian music, and for a game this short, the sound design earns its mood more often than not. The political backdrop - a paramilitary dictatorship, an underground resistance, ordinary citizens quietly mourning - is handled with more intelligence than the episode length might suggest, even if the characters are not yet deep enough to fully carry that weight. The honest caveat is scope. This chapter is roughly ninety minutes to two hours for a relaxed player, and it functions almost entirely as connective tissue between the escape of chapter one and the revelations that apparently arrive in chapter three. The story delivers one meaningful plot development near the end and then cuts. Played in isolation, it will leave you more curious than satisfied. Played as part of the full trilogy - especially in the bundle that includes all three entries - it does its job as a second act: widens the map, introduces Pablo, and drops the first real clue about what Christian actually did twenty years ago. Start with the free first chapter. If that holds you, this will too. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP or later
- Storage
- 400 MB available space
- Graphics
- DirectX 9 compliant video card
- Processor
- Intel Core™ Duo or better
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Game Info
- Developer
- 3f Interactive
- Publisher
- 3f Interactive
- Release Date
- Jul 8, 2014