for a jam game, there's a remarkable amount of polish and presentation in this. the sound design and music mixes just right with the visual presentation to make me feel like i'm melting in my chair. the writing and dialogue is genuinely funny and charming, and i found myself particularly invested in the mystery aspects and the delivery of the exposition. the chan dive was actually pretty entertaining honestly, probably my favorite part of the game.
Akiba
Creator of
Recent community posts
there's a lot to be dissected here, but i really enjoyed it. the messages about self-affirmation in a dehumanized society, the raw barbarism masked under layers of surgical coldness, and the vibes and homages (is that a motherfucking L.O.L: Lack Of Love (2000) for the Sega Dreamcast reference). the empathy, apathy, and antipathy of it all is just stellar.
I'm not sure how to put it into words, but this game felt very clear in its message, your message, in a powerful way. Being made to make those decisions myself, regardless of my disconnect through a computer monitor, felt like an unbearable weight. While I can only sympathize, I hope the best for you and your future endeavors. Take it easy out there.
Religious tales as old as time seem to end up being a very good source of new stories. Tongue of Man has some of the most well-written ancient religious dialogues I've seen in a hot minute. Being able to explore the Tower really helps sell the atmosphere, even without music and visuals, because the imagery is more than enough. Paolo and Yvette are a great party to investigate the tower with. Mad props.
Lovely little game that encapsulates everything I'm afraid of on a day to day basis. Dissonant would be a way to describe it, but I think that leaves a rather negative idea, because what's happening in this game is a real story and struggle that a lot of people relate to. Bumping music and some great interesting visuals on deck too.
If fantasy noir was a real genre, I'd use this game to sell it. In the short time it takes to read this story, it paints a wider world and the threats that loom over it. Brehim and Sadinn are both interesting characters that really let the story flow at a natural pace, and the abstract imagery helps paint Sadinn's mental state. Great things are happening in this story.
From an outside-in point of view, Radio Wave Bureau feels like a very personal project to me. With that being said, It still bleeds its messages, wears its heart on its sleeve. The conversations that go on in cars, travelling from point A to point B, are a very interesting storytelling method to choose - it tells a lot about people, about their thoughts. Combine the duo of interestingly contrasted protagonists, the charmingly sparse environments and sound design, and the honest conversations, you've got yourself something good here.