The Stanley Parable: Difference between revisions
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{{portal2}}'''The Stanley Parable''' is a first person exploration game. You will play as Stanley, and you will not play as Stanley. You will follow a story, you will not follow a story. You will have a choice, you will have no choice. The game will end, the game will never end. | {{portal2}}'''The Stanley Parable''' is a first person exploration game. You will play as Stanley, and you will not play as Stanley. You will follow a story, you will not follow a story. You will have a choice, you will have no choice. The game will end, the game will never end. | ||
Originally created as a Half-Life 2 mod and turned into a full game (using the Portal 2 engine), The Stanley Parable is a thought-provoking game created by Galactic Cafe that intentionally averts and subverts the very rules of storytelling most games abide by. | |||
Creating a unique dynamic of trust, the player can choose to follow the in-game narrator or to go against him. No matter the choice (even some that exist outside the game world), the game has a response ready, weaving around the general idea of choice that the game sets forth to create. | Creating a unique dynamic of trust, the player can choose to follow the in-game narrator or to go against him. No matter the choice (even some that exist outside the game world), the game has a response ready, weaving around the general idea of choice that the game sets forth to create. |
Revision as of 09:37, 27 October 2014

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The Stanley Parable is a first person exploration game. You will play as Stanley, and you will not play as Stanley. You will follow a story, you will not follow a story. You will have a choice, you will have no choice. The game will end, the game will never end.
Originally created as a Half-Life 2 mod and turned into a full game (using the Portal 2 engine), The Stanley Parable is a thought-provoking game created by Galactic Cafe that intentionally averts and subverts the very rules of storytelling most games abide by.
Creating a unique dynamic of trust, the player can choose to follow the in-game narrator or to go against him. No matter the choice (even some that exist outside the game world), the game has a response ready, weaving around the general idea of choice that the game sets forth to create.