With this week being the first few days of fall for the year, many gamers are looking for new cozy titles to play as days get shorter and Halloween approaches, and the newly released Beacon Pines fits this category quite well. Beacon Pines is made by Hiding Spot Games' Matt Meyer, Brent Calhoun, and Ilse Harting, and it tells the story of an anthropomorphic deer and his group of friends who are dealing with mysterious events in their hometown. Unlike the prototype for the game, which was a rhythm-based RPG battler, Beacon Pines is instead completely combat-free, and it relies on branching storylines.
Beacon Pines acts as a magic storybook where players can explore the events surrounding the titular town and the group of characters in it as they learn more about the overarching mystery, the disappearance of Luka's mother, and more. This isn't a one-and-done story, however, as every path does have its own choices, consequences, and things to uncover along the way, including the game's main item: charms. Game Rant spoke to Meyer and Harting from Hiding Spot Games about the challenges of making an indie game with branching stories that complement the main plot, while also creating different endings.
Beacon Pines Review
InBeacon Pines, charms are words that players can use to change the meaning and the effects of a sentence, be it during a conversation or the description of what's going on, and these can lead to multiple endings based on the consequences of a given choice. By playing through a given branch, players can not only learn more about some characters and reveal the eerie machinations behind the nefarious events in Beacon Pines, but also gain access to new charms that could open up other possibilities further down the
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