When I first saw the trailer for Roman Sands Re:Build, I didn’t know what was going on. I’m into its vibe, however. I like weird. I like weird when it’s flashy. Actually, I like weird all the time. But having played the demo of Roman Sands Re:Build, I am both curious and baffled.
The demo kicks off with a conversation between a few silhouettes, and the dialogue sounds like it’s pulled from Killer7. They’re talking about the sun getting bigger.
You’re then dropped on the beach in front of a surreal, upscale resort. After a quick look around, you head inside and get inundated with insults and demands from the posh clientele. The game then becomes about trying to please these people and meet their demands. However, there’s a catch. As you transfer between areas of the resort, time ticks forward. Once night hits, you are instructed to return to the beach and then… Uh, get a performance evaluation before starting the day all over again. The patrons have the same demands and don’t seem to remember you.
You’re given XP after each day, and then you can go down into the basement and spend it on some new gear, including the coveted toolkit, which allows you to address the biggest complaint of the clientele: The elevator.
Fixing the elevator treats you to a cutscene where everyone gives you big applause for doing your job. It’s nice to have some appreciation for once. Then it’s onto part 2 of Roman Sands Re:Build
And then your cow’s dead. You wake up in some futuristic facility to find a dead cow in its pen. Someone who is less obnoxious than the resort’s patrons is talking to you, but honestly, they don’t seem that fond of you either. You do a small puzzle involving managing the oxygen supply in your habitat. You take the precious
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