Had Signs of the Sojourner allowed the player to fail without having the door slammed in their face, it would be easier to forgive some of the flatness present in its card system or the brevity of its script. But by framing conversations as games to be won without anticipating how often they’d be lost, huge chunks of the game become sequences of frustrating nonsequiturs.
Read MoreNear Death consistently hits the highs of the best survivalist fiction, so engrossing as to cause me to turn up the heat in my own home out of fear. But it is a story we have heard before.
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