![]() If you wanna check out the game, head on over to their website. The bundle comes with three games (We Were Here, We Were Here Together, and We Were Here, Too), but are playable in any order Two-player co-op with in-game walkie talkies So yeah, you're gonna need a mic for this one. The puzzles give each player different information, so players have to talk to each other to figure out what info the other player has and how it plays into solving the puzzles. All of the puzzles and the clues require teamwork. You have to work together or be trapped forever! Or until you look up solutions online. These three games are two-player cooperative puzzle-solving adventures where you try to escape from the sinister Castle Rock. Second, it’s just not particularly interesting and very quickly gets lost and forgotten amongst all the puzzle elements of which you need to keep track.In a nutshell, the We Were Here series is a series of co-op puzzle adventures. First, only one player sees the cutscenes and the other player just wanders around a room whilst listening to the voices and holding a broken dagger. The story, however, is disjointed to say the least. ![]() I particularly liked the lighting, as when I was pouring a glowing potion it gradually became stronger as the potion bottle filled up, which caused me to gasp a little bit (I like lighting). The snowy wilderness isn’t particularly remarkable but it’s pretty enough, and once you’re inside the castle things look nice and sharp (except for some books in piles on the floor). We Were Here Together has a nice visual style to it. The same can be said of all of the game’s menus you can’t be sure where your selection will end up in a menu when you press a directional button. It felt like I was fighting the controls as much as I was the puzzle everytime I had to use one of these. It doesn’t help that the UI on these fiddly mechanisms is already a bit awkward itself, especially when using the D-pad to navigate through a mechanism with lots of diagonals in it. Some rooms also had one player doing a lot of work whilst another was just sat around waiting, such as the gardening/poison mixing one mentioned earlier, and some of these even have time limits, so the waiting player can be just hanging from a ladder waiting whilst their partner is frantically wrestling with a fiddly mechanism. We actually found that we were enjoying ourselves more in a later area with a series of simpler, quicker puzzles than the more complex ones because that often felt like trial and error as opposed to puzzle solving. The puzzles themselves can be satisfying to solve, but there are a few that are complex enough that the feeling became one of frustrated relief. At the very least, you’re going to want to hope you can describe things without sounding too ridiculous, which I didn’t quite pull off when I used the phrase “purple umbrella with tentacles for a handle…” Either way, this is where communication really becomes important, as both players will be doing different tasks to accomplish a common goal – at one point, one of us was doing gardening (poor Tuffcub) whilst the other was mixing poisons. From here on, you’ll be in different rooms, trying to coordinate your puzzle solving with the use of an in-game walkie-talkie (or maybe just party chat). Heading out from the cabin and puzzling through a snowy wilderness will take you to a castle and immediately split your dynamic duo apart.
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