
Quadrilateral Cowboy is a single-player adventure in a cyberpunk world. Tread lightly through security systems with your hacking deck and grey-market equipment. With top-of-the-line hardware like this, it means just one thing: you answer only to the highest bidder.


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| Язык | Интерфейс | Озвучка | Субтитры |
|---|---|---|---|
| Английский (English) |
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Swanky but Janky Quadrilateral Cowboy is a cyberpunk heist game developed by Blendo Games. It’s described as a hacking game, but that’s not really accurate as you just type in basic lines of code. Anyway, you play as a nameless (I think?) character who as part of a three-person crew performs heists. Over the course of ten jobs you’ll steal a wide variety of things ranging from documents to safes. Positives: The aesthetic here is awesome. I love how chunky everything is, I love the depressing dystopic world and it all works so well together. There are some cool gadgets that you unlock over the course of the game that are fun to play with, including a little robot weevil and a briefcase that deploys into a turret. The level design is pretty cool, they’re all well varied and fun to explore. Later in the game you’re able to use the other two members of your crew, which was pretty fu
This game had the potential to be great, but never realizes that potential. I kept wondering when I would leave the tutorial and get to the actual game - and 4 hours later it was over. Quadrilateral Cowboy's biggest problem is that it refuses to combine its different puzzle types into a sum greater than its parts, choosing instead to keep them frustratingly discrete. Each map introduces a new puzzle type, usually along with a new item, which is then used as the main puzzle on that map. Then you'll move on to a new puzzle type - usually with enough hand-holding that you never really need to think about the solution. Solve a puzzle once and you've solved it forever: the puzzles don't evolve, they don't get any more difficult, they never get revisited with a different toolset. My greatest difficulty in the game was in fact figuring out where I was supposed to go next and not how to solve e
Quadrilateral Cowboy is a great game. It comes into your life, it says what it wants to say, and then it's done. If Ubisoft collectathons bother you with their repetition and filler content, this does not have that problem. It does not outstay it's welcome. Some people have said it's too short, and I can see that, but I can also appreciate a game that doesn't try to waste my time. Each puzzle in this game feels new and interesting, building from stuff you've done before but keeping it fresh. Not much of a story, in the typical sense, but great environmental storytelling and worldbuilding. I wouldn't describe it as a funny game, exactly, but it definitely doesn't take itself too seriously. Lighthearted, maybe. This game is engrossing, and if I was bitter when it ended too soon for me, I suppose that's actually praise. Many games, especially puzzle games (I'm looking at you, The Witness
A fun hacking/stealth game, a little Deus Ex, a little Hacker Uplink, a little Monaco. Extremely stylish, with a great sense of accomplishment when you unlock a level's twist. You play a hacker/theif, given missions, each of which will have one more more objectives, you load these up in VR deck and practice running them in the shortest time possible. The missions themselves will have various puzzles to solve, many of which involve basic puzzles which you solve by telneting from your laptop to objects in the environment. The commands are very simple, but its the way you chain them together and time them with what is happening in the environment that gives the game its challenge. I cannot speak for long term challenge or game length, as I only have about an hour played, but it is very engaging and immersive and I can't wait to keep playing.
The game has some great ideas and nice attention to detail, but I felt like it never came together. A lot of mechanics get introduced and then forgotten. New mechanics replace the old ones instead of building on them. There's hardly any increase in complexity as you go along. All the levels are simple and focused on 1 to 2 of the avialable mechanics. The rest is either not used at all or simply taken away from the player, sometimes for 1 mission and other times forever. Because of all this, the game became way too easy later on. Instead of having puzzles to solve, you just go through the motions. Click this, click that, go here, go there. Some timer here and there. No challenge whatsoever. Not to mention you can 'cheat' your way though a lot of the levels. The final mission tries to bring some stuff toghether but it's just not enough. I played it again with the developer commentary on an
It conjures up a vision of some lost era, elegantly stitching old-world grit to futuristic edges, yet radiating a romance so tangible you can almost hear your own heartbeat echo in the night. In that inaugural chase—a speeding motorbike in pursuit of a hissing steam-powered locomotive as Debussy’s Clair de Lune gently unfolds—you realize it’s far more than just another cyberpunk romp. All of this feels so reminiscent, romantic, and oneiric that I found myself shedding tears in serene contemplation Perhaps it’s in those hushed pauses between missions, the faint hum of distant machinery, or a simple exchange of glances among friends—but a veritable, understated warmth bleeds through. I found myself unexpectedly moved, as though the game’s illusions were merely an invitation to a more private, wistful waltz. Best Indie 10/10
Структурированные обсуждения, верифицированные разработчики и опыт игроков без хаоса чатов


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