![]() The exploration will also give a special story that only occurs in that city. You can then explore the city, which costs time and will unlock most of the paths out of a city. Sometimes you might know of a path out of the city, sometimes you won’t have another location to go to. The way this trip is going is how 80 Days is played. They can define characters, areas, people, or actions going on. ![]() These choices will be the critical part of the game. As the train trip goes on the ride is interrupted frequently for pieces of flavor texts that usually require some choice to advance the story. It clearly shows the divergence from the book, not only is this 1873, but this is a world that has been filled with modern versions of steampunk culture.įrom there, the game starts as the player is given the opportunity to talk to people on the ride to Paris as well as getting the background of the trip from Fogg if he requires. ![]() I’ll admit this is an interesting choice as in 1873 there were trains from London to Paris (if the books were to be believed) but the game develops this idea well. The game changes it significantly and adds in an underwater train. However where both game and book’s trip begins with a trip from London to Paris. The player’s Passepartout has not been fully informed about the trip, but the game, the theme and the rules of the game are likely known by the player. To return to the game, the player will pack a bag with what he thinks is necessary and then the game starts with Fogg and Passepartout riding a train out of London headed for Paris. Then it adds a few new storylines (Such as having the world fair in Paris instead of Vienna that year) and adds quite a few novel concepts from the world of steampunk. Beyond the name of the game and the characters, it gamifies the idea of an around the world trip, changes a few rules (most notably 20,000 pounds becomes 4,000) and creates multiple paths. The game takes a large inspiration from the book, which is obvious from the name. However, the idea of various types of travel is key to the story, as well as diversions and time. The most famous of which (the balloon) is only proposed and never taken in the novel. The book is written in a fantastic style from 1873 as an adventure novel. There’s a specific itinerary and most of the locations are hit as they travel. There’s a bet of 20,000 pounds, and the race starts with Fogg taking out 20,000 pounds for them to travel. It’s a fantastic story of Phileas Fogg, and his manservant Passepartout who accepts a bet to travel around the world in eighty days. To really understand this game, I think it’s worth discussing Jules Verne’s book, “Around the World in Eighty Days”. ![]() From that, the game just starts with a quick task to grab any items you will need. There’s only a few lines about the journey, the simple rules (80 days, around the world). He tells you to pack quickly and then you’ll be off in a cab. At the beginning of the story, Phileas Fogg rushes in and tells you that you are about to go on a journey. The premise of 80 Days is that you are Passepartout, the valet to Phileas Fogg. Inkle studios tackled it and produced one of the more unique games I’ve played. To take on the writing style of Jules Verne and attempt to produce a game based on one of his books would not be a feat I think anyone can do with ease. If I say nothing else, I have to comment on the level and quality of writing in 80 Days.
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