![]() This is incredibly useful but not quite as immediate as I would have liked it – hence the dozens of lines of symbols and codes made in my notepad. You can even draw on these images within the game to add your own notes, then display them on the screen during like a pop out window. This captures an image from the screen and adds it to a scrapbook which can be called upon at any time. After picking it up in the first room of the game, you can click the camera icon at any time. This is where the game’s trusty camera comes in handy. Many of the puzzles in Another Tomorrow involve finding long codes or combinations in one location and inputting them in another. It’s all very well put together, driving the player to analyse ever aspect of the screen in relation to everything else. That sentence painted on a wall? It’s not just there to set a scene. It’s obvious that the two are related – But how? Graffiti dotted around some areas will give you clear instructions but they’re all a little deeper than they first appear. You’ll see chess boards with an unfinished game on it close to a locked box with a chess piece based combination lock. The first part of every puzzle is working out what you’re actually supposed to solve. Despite the intricacy to the lattice of headscratchers here, everything you need to be able to solve them is in the game and is self explanatory. There’s no handholding in Another Tomorrow. At each location you’ll be solving a plethora of peculiar puzzles. Later you’ll be visiting a bar, an apartment block, a swanky apartment, a motel and more. The grimy tunnels you find yourself at the start of the game lead to a bridge where it’s obvious that some kind of accident has taken place. The game features a series of unique locations, each of which you’ll unlock in turn. When you do click on something, you’ll enter a first person view point to get a better look. Using the cursor you can find points of interest, enter doors to find new locations or pick up things. These mostly static and lifeless diorama-esque locations each act as their own puzzle box. ![]() ![]() This opening trope might feel a little tired, but its intentional so that make much of the rest of the story (which I won’t spoil here) land.Īnother Tomorrow is primarily played from an elevated viewpoint which looks down upon locations in which you’ll have to explore. For what reason? And by whom? I guess it’s time to find out. The insinuation here is obvious – you’ve been taken, beaten and left in a locked room. He doesn’t recognise where he is or how he got there. The protagonist of Another Tomorrow wakes up on the floor next to a large pool of blood. It’s just a shame that that’s not consistent throughout. Reminiscent of the first person point and click classics, Another Tomorrow regularly reminded me of the days when we’d have to use a code wheel just to play a game (remember those? just me?) in the best way. By the end of the game, my note pad looked like the Charlie Kelly conspiracy board meme. Scribbled symbols, lines of codes, lists of rooms and what’s in them. They were to assist in solving the complex web of puzzles that this latest point and click adventure from Glitch Games (The Forgotten Room, Great Escapes) poses to the player. Most of these weren’t to do with the quality of the game. For Another Tomorrow, I covered 5 pages of this book in notes. I keep a note pad next to me so that if something of note happens, positive or negative, I can jot it down. Whenever I’m reviewing a game, I like to take notes to make sure I don’t forget anything I want to mention. A first person point and click adventure, Another Tomorrow is reminiscent of the classics but runs out of steam before the credits roll.
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