Rare is the game that treats inaction as a viable choice with its own set of consequences, and rarer still is the game that punishes bad decisions by forcing you to watch your avatar do horrible things to a far more sympathetic character. It's the big ideas that make Clock of Atonement compelling. Even with multiple endings, though, this is a short game – it shouldn't take longer than 20 minutes to see everything it has to offer.
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Figuring out whether to turn off the lights, knock over a chair, or open a door in a given circumstance is more often than not a matter of trial and error, but there's a tangible sense of causality between your actions and their consequences and a few deft pieces of puzzle design. The game takes place entirely in a small single-screen apartment, with usable items highlighted during pauses. Returning to the scene of the crime, you manipulate the events leading up to the murder to prevent yourself from carrying it out. You are a stalker who, having killed the woman of his obsessions, is granted the power to freeze and rewind time. Be warned, though: while it might not share that game's tone, it doesn't shy away from depicting similarly disturbing acts.
If you came to RPG Maker through Beautiful Escape: Dungeoneer, then Clock of Atonement should be of interest (If you have any issues with the version on RPG Maker, try this link instead. It's daft, entertaining stuff, and a perfect counterpoint to the intellectual meltdown that the game will inevitably induce. Scenarios range from identifying rabid (talking) animals in a forest, to delineating World of Warcraft players, to preventing vampires from amassing commemorative plaques – each with their own silly denouement. Perseverance and a pen will see you through, however, and the smugness provoked by a successful guess (ahem, deduction) is its own reward.Ĭrucially, Professor McLogic Saves The Day also realises the importance of presentation – logic puzzles hardly drip with charm in and of themselves. You're being timed, but for the majority of players simply achieving the requisite amount of successes will be challenge enough. The game challenges you to solve a set number of randomly-generated problems within each of ten scenarios, ramping up the difficulty as you go. Except it's nothing but that, and rather than providing an opportunity to demonstrate your tremendous INT score, McLogic is perfectly happy to pummel you into submission faster than you can say “IF feeling like an idiot is fun, THEN you will thoroughly enjoy this game.” Remember those logic puzzles that used to crop up from time to time in RPGs? The “one-of-these-people-is-a-liar” sequences which only someone with Roaming Protagonist Powers could hope to solve? Professor McLogic Saves The Day is like that.