Keep Driving review

It’s not a destination, they say, it’s a pickle egg we had round lur on the way. Keep driving, rocking the scenery and slick, smooth roadkill turn-based RPG in the early 2000s, when you go on a road trip to get to the other side of the country in time for a massive concert, by swallowing coffee or stuffing cheap snacks in your mouth. This is a hypnosis that involves the game of picking up hitchhikers and fighting tailgators, a pixel art drivron with tactile, thick buttons and perfectly suited sound effects, fueled by nostalgia just as much as gasoline. At first I thought it was too loose and open-ended to elicit deep emotions. But then I had to sell my guitar in a half tank of gasoline to visit my dying grandmother. Hey, this is a game that is placed.

Try stocking it before you reach your poor grandma. It is the first day of your trip and you create a simple character. Maybe you’re unemployed or a part-time auto mechanic. I chose to become a student (there are more options to unlock once the game is completed). We’ll also select a few items to bring with you. Maybe there’s a mom care package, that wise gas jerrycan? no. I took a beer and my precious guitar case. All of this is narrowed down to box-shaped inventory of car boots. As for the car itself, you might like the distinctive muscle car and the look of a hefty truck, but I went with the scary average 1981 sedan. Unlike other vehicles offered, it can hold four passengers. This will be very important to me.

Random “introspection” events offer an internal monologue selection, with results ranging from bonus status effects to whole new quests. |

Actual driving is (almost) automatically. You tell the car where you’re going in each rest area, small town or city using roadmap and handy guideposts. These commercial nodes need to restock items for the journey and slot them into grid-based trunks. You can lower the middle seat to create even more storage space for beer, potato chips, nuts, books, gas cans, spray paint, hot dogs, noodles, stoves, car parts, and spare tires. It’s like a block from Neo Scavenger owned a station wagon. Each item is useful in its own way. But it may not look like it until you rub it on the road.

These are called “road events” – essentially a turn-based battle with tractors, potholes, cyclists, or children playing in the middle of God. Each encounter is announced with a stylish prosperity of text you scroll past, like other cars hearing on the highway. “Abandoned car” might say before approaching an old rusty shipwreck. Or “roadkill” before stopping in front of the corpses of an unidentified animal. Discussions between speed cameras, police officers, tailgators and even hitchhiking peers are qualified as events. Some of them made me laugh out loud. “Bee in the Car” dies one pre-combat message. Another warns you as you approach a “moving bird” and a bunch of crows that refuse to clear the way.

A big message will appear on your screen indicating the following threat: potholes.
You may also encounter puddles of water. At one point, I was accused by a gang of bikers. |

What unfolds is a kind of card-based battle. Some polaroid snapshots are hanging from the rearview mirror. Each is a draggable skill that neutralizes incoming attacks. This is a simple game that is simple enough to match icons and avoid status effects. A red gas attack lowers the gas tank. Green social attacks will lower your personal energy. Blue Durability Attack puts a dent in the car’s physical health meter. Not all attacks can always be guarded at once. You should also minimize incoming damage depending on your needs. For example, if you have low fuel, it may be better to hit the chassis.

These items from the store are useful. Use duct tape to avoid damage to your car and avoid smoking and losing energy pips. You may also get status illness while traveling. I used to just waking up a late-night bottle of wine at a rest area and waking up with a “headache.” That meant that future attacks would deal double damage. Usually you wait for this headache to pass. But at this moment I was carrying aspirin from the beginning of my trip. I’d never been drunk with stupid wine anyway. If it wasn’t for a friend who puts pressure on his peers, he’s a hitchhiker called a “hurricane.”

Players read the description of Punk. This is a hitchhiker that can join you.
This is not a hurricane, this is a punk. He’s a bit jerk. However, his dog is a loyal friend. |

These hitchhikers slot into the car seat and provide additional skills for use in combat. They also level up with you in an interesting way. Punk actively abandons and dodges the gasoline threat, staying with a dog who takes up extra space in the car. However, at level 3 he suddenly becomes vegan and is unable to buy meat and dairy products from the shop. Another passenger, the mechanic, smokes the cigarettes that he leaves in the glove box. My wine drinking friend, Hurricane, leaves garbage in a car that takes up space and cleans it at every stop. She’s scary.

These are the annoying themes that give the game its flavour. However, there is less intentional friction when it comes to inventory management. For example, rotating items was a hassle and I didn’t understand how to easily transfer objects between the trunk and my lovely roof rack (a shopping trolley tied to the top of the sedan).

Researching and exchanging skills can also be a chore. The neatly-looking Polaroids are placed in the scrapbook, but you need to right-click each to remind you of its power. It looks better, but the style comes at the expense of being able to compare skills in a more readable way. When compared to the Solid Deck Builder card selection screen, the effects of each card are revealed at a glance.

But neither this nor the occasional windshield bugs killed the strong vibe of the game’s premise. It’s a road trip that absorbs not only pixel views through (lavender, forests, mountain ranges, fields of distant lakes), but also random chit chats that passengers make of each other. Their idol thoughts about the book, comments on the condition of your car, bite-sized anecdotes of their adventures. This trip has plenty of details, ranging from the music to collect and play along the way.

The CD player interface will be displayed next to the car and the CD will be ejected.
The Pixel Art Dashboard is attractive and clickable. For example, the brake pedal can pause the game and open the rammerge glovebox at any time. |

CD players can only queue six songs at a time, so you will need to manually eject and select another song whenever the music runs out. For me, this cyclical push of eject and shuffle buttons became a kind of ritual. It will never add anything to your stats. Pre-combat benefits are not provided. Still, I felt compelled to stab my fingers into this chorded pixel machine with half a dozen songs. God. I think I’m a bit in love with this.

It’s sometimes unexpectedly heartfelt. My Opening Quest – To Reach Wayout Music Festival – It ended up being a secondary destination replaced by my punk friend’s desire to find a rare club in a big city. The open-ended rhythm of the game reflects the forking path of desire that appears in every road trip story. At one point, I received a letter from my grandmother (for some reason). She wrote that she was dying. She wanted to see me the last time.

Grandma sits in a wheelchair and gives the player bad news about her health.
Your grandma will give you bad news outside the hospital and give you an envelope giving you an act to the house. |

Well, the quest title was “Inheritance,” so my hungry pocket of money led the way. But when we arrived at Grandma, she blessed me with plots of land rather than cash. trouble? It was back west. Just a few miles from one horse town I started. It suggests that Grandma passed away shortly afterwards.

I ended up staying in that Midwest city much longer than anywhere else. I did temporary work after a temporary employment at the employment office. My negative debuffs were stacked. I was tired (the energy bar cannot be refilled). I was hungry (energy costs increased by 1). I was dirty (hikers get less XP). The game recognizes what I’m doing and labels me with the “workaholic” traits, saying, “You should be on a road trip?”

In another game, this may feel like you’re operating the game’s system. However, I felt that soulless gig economy stopover was appropriate here. If this is a road trip movie, I realized this would be the low light that travelling struggles with. Two of my three friends are on their own paths. The rest of my car buddies were a man who kept falling asleep in the passenger seat and a shaggy, quiet dog. We broke, touched, had less gas, and even lower spirit. Did I drive the country for this? I used to sell guitars at bum fuck pawn shops, anywhere… for this?

The work computer appears, showing one job the player can get as a game tester.
The wage rate for this gig is accurate. |

We pass by for three days without driving anywhere. Just: sleep, work, sleep, work, sleep, work. The game’s calendar tracks the days that pass with almost persona-like care. The quest to go to the music festival is a deadline closed in red ink three weeks later. I gave up on that dream. It’s not an after-hours constraint, but because I’m dedicated to role-playing of disappointment and loss. Man, my grandmother has just died.

But her final wish remains. She wanted me to go home. To find the plot in the land and see what I can do with it. Hmm. The calendar says it will take two months to get there. It may take some time. We were able to see the country, we’ll go on a hiking trail! I’m not colorful here. The hike is a walkabout of small first-person dungeons and crawls that offer loot, sometimes seen on country stopovers. The road trip is not over yet.

The player will stop in the garage and upgrade to the car.
Upgrading your car is incredibly diverse. Put spoilers above to reduce durability on the highway. Fly a little flag from the hood and get a discount at the gas station. Installing enough flashy parts will qualify you to join an illegal race. |

Later, you will learn that granting Grandma’s dying wish is just one of the game’s nine possible endings (a summary of your trip will be scribbled into a notebook along with photos of the old bangers who took you everywhere). You can also install all car upgrades and start the game again (including the shopping trolley roof). But now in town, I’m not thinking about it. I just want to go back to the road.

I will rev the engine. I draw a red circle around the northern city I know nothing about. I don’t have to rely on my skills and survive the encounter by relying on the gas-hitting breath of punks. When you leave the city, you get another message. Wait, business companies say, we can provide you with a lasting position! You were working so hard!

I mentally use all the candy wrapper trash to which it belongs, stuff the letters into a box of gloves and turn to my sleepy friend. The dog behind me is looking in the back view. This town smokes. Time to go home.

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