Eliza

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Eliza - визуальная новелла о ИИ-психотерапевте, его разработчиках и о пользующихся его услугами людях. Следите за историей Эвелин, решившей встретиться лицом к лицу с прошлым, поближе познакомиться с жителями Сиэтла, использующими Элизу, и определить свое будущее.

Бросив свою успешную карьеру в IT и пропав на три года, Эвелин Исино-Обри решила заявить о себе, устроившись на должность прокси Элизы, виртуального психолога. Ее задача – зачитывать сценарий, генерируемый искусственным интеллектом в реальном времени, не позволяя себе никаких вольностей. Так что же такое Элиза – технический прорыв, помогающий тем, кто не может позволить себе традиционную терапию? Или же неэффективная замена настоящим специалистам, подчиняющая людей техническим корпорациям?

Восстановив контакт со своими старыми знакомыми и познакомившись с обычными жителями Сиэтла, пользующимися услугами Элизы, Эвелин оказывается меж двух огней: раздираемая противоречиями между своим прошлым и будущим, она осознает, что обязана развеять тьму, скопившуюся у нее внутри.

Заставляющаяся задуматься история в форме визуальной новеллы, написанная отмеченной наградами инди-командой.

Следите за историей Элизы, разворачивающейся в декорациях современного Сиэтла, который со знанием дела был нарисован вручную.

Познакомьтесь с клиентами Элизы и сотрудниками технологического гиганта под названием «Скандха». Всех персонажей озвучили талантливые актеры, выложившиеся по полной.

Проникнитесь медитативным музыкальным сопровождением в стиле эмбиент, написанным композитором, который принимал участие в разработке Infinifactory, SHENZHEN I/O, Opus Magnum и EXAPUNKS.

ИИ-психолог – благо ли это? Какая ответственность приходит с развитием технологий? Вам предстоит найти ответы на эти вопросы и не только.

Устали от психотерапевтических сеансов? Расслабьтесь, сыграв в пасьянс Кабуфуда – новый взгляд на пасьянс с использованием японских карт Кабуфуда.

Приключенческие игрыИндиВизуальные новеллы

Системные требования

Минимальные

  • Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows Vista / 7 / 8 / 10
  • Processor: 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: 1366 x 768
  • DirectX: Version 11
  • Storage: 1 GB available space

Рекомендуемые

  • Recommended:
  • Requires a 64-bit processor and operating system
  • OS *: Windows Vista / 7 / 8 / 10
  • Processor: 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: 3840 x 2160
  • DirectX: Version 11
  • Storage: 1 GB available space

Отзывы

Steam · Very Positive

Все отзывы в Steam

1 594 положительных из 1 757 отзывов

73

Игрок 6073Рекомендует9 ч в игре

Salió en 2019 y asusta como habla de una IA muy similar a la que tenemos hoy, unos visionarios adelantados. Los soniditos me encantan aaa, son muy, ¿minimalistas?. Los actores de voz, excelentes. Me fue bastante difícil terminarlo igual. Se volvió un poco largo y aburrido en todo lo que vendría siendo el nudo de la historia. Lo tedioso no era leer los diálogos, sino los emails larguísimos que te llegaban al teléfono, unas ganas de saltearlos todos me daba. Farmee más horas pasándome el mini game solitario que en la historia en sí, me re costó entenderlo, ta bueno. El último capítulo lo hicieron tan bien que no pude dejar de jugarlo hasta que lo terminé. Elegí un solo final y quedé conforme, me dio paja jugar los otros así que me los vi en YT, en lo personal, no aportan nada, creo que el que elegí efectivamente era el mejor. No empaticé con absolutamente ningún personaje que no sea el principal.

75

Игрок 0975Рекомендует7 ч в игре

Excelente... hasta que se acuerda que tus decisiones deben importar y te lanzan finales demasiado arbitrarios. Como Trabajador Social con un curso de TBCS doy visto mas que bueno a las recreaciones de sesiones de terapia, hay un gran numero de conceptos al rededor de la IA que el juego maneja muy cuidadosamente y desde una vereda muy emocional tambien, mas parecia un audiolibro que un juego, de nuevo, buen inicio y desarrollo, finales torpes.

11

Игрок 6511Рекомендует9 ч в игре

This game is very much like a Therapist (We know, it says counselling in the outset). I'm going to quantify that for you, this game raises a lot of VERY serious, very pertinent and topical questions that much like a therapist it never truly answers, however unlike a therapist it is in no way equipped to answer in the first place. I don't shy away from games with difficult, mature topics, or games that have a significant lack of achievements to track progression which is why I undertook "Eliza". It's a Visual Novel, we know that, again, we knew what we were getting into but perhaps the most worrying aspect of this game isn't that it has a pre-determined ending, which, of course it does, but it's that it doesn't even lull you in to a false sense of thinking there's other ways out by giving you lots of choices and branching paths before ultimately ending up where you do. At least if I had sweeping paths leading to other areas with other characters or choices that determined who was still around towards the end I could forgive it, but it doesn't. It's very paper-thin. A Route or B Route. It's always A and B and no matter what you do you arrive at the same pre-determined point. You know what I spent most of my NINE hours doing? The Achievement. Playing on Expert. I spent the better part of an afternoon on that. Was it fun? No. Why did I do it? Because i'm a glutton for punishment who likes to catalogue his games across multiple categories and I wanted to stick this in "Visual Novels - Beaten". Recommending the game is difficult for me and I wish there was something in between a Yes and No that I could select because the Subject Matter is Good. The actual story is good. The characters are... ok. They're not good, they aren't really fleshed out anywhere near as much as you'd want to actually care about them, but there's an attempt made. The sound is good. However where it really falls down is at its fundamental level, it's Gameplay Feel. It's just boring. There's no need to replay this over and over, it's not going to be anyone's favourite game, it simply is just something you play through, appreciate and move on.

77

Игрок 1477Рекомендует6 ч в игре

Absolutely phenomenal game. The story was mature and thoughtful, it respected me as a player and allowed me to think for myself and not pointing too hard at one specific "correct" way to think about all of this. The characters all felt like real people and I felt immersed in my role at the centre of the story. I really can't give higher praise to a visual novel than what Eliza managed to accomplish. I wholeheartedly recommend it.

48

Игрок 6248Рекомендует3 ч в игре

Solid visual novel with themes that are becoming increasingly relevant. Well worth your time in 2026.

98

Игрок 1798Рекомендует11 ч в игре

Eliza is a mature and contemplative visual novel that explores artificial intelligence, mental health, corporate technology, privacy, and the complicated boundary between genuine human empathy and automated assistance. Developed and published by Zachtronics, it takes a remarkably restrained approach to subjects that could easily have been turned into exaggerated science fiction. Instead of presenting AI through robots or futuristic disasters, the story examines a technology that feels disturbingly plausible: an automated counseling program that determines what should be said to vulnerable clients while a human proxy delivers those words in person. The story centers on Evelyn Ishino-Aubrey, a former technology professional returning to society after spending several years away from her previous career and social circle. She takes a job working for Eliza, an AI counseling service where her responsibility is not to provide her own advice but to repeat responses generated by the system. This creates one of the game's most effective sources of tension. Evelyn is physically present with people discussing deeply personal problems, yet the software controls what she says. The arrangement forces her to confront uncomfortable questions about whether empathy can be standardized and whether a human intermediary provides meaningful connection when that person's actual thoughts are excluded from the conversation. The counseling sessions give the story much of its emotional strength. Clients arrive with different personalities, circumstances, and concerns, preventing the technology debate from remaining purely theoretical. Some interactions demonstrate why an accessible automated counseling system could be valuable, particularly for people who might otherwise struggle to obtain support. Others expose the limitations and ethical concerns of allowing algorithms and corporations into intensely private areas of people's lives. Eliza avoids making the technology completely benevolent or obviously malicious, allowing its advantages and dangers to exist simultaneously. Evelyn's personal journey gradually becomes just as important as the counseling program itself. Her previous involvement with the technology industry connects her to people with very different attitudes toward ambition, innovation, responsibility, and success. Conversations with former colleagues and acquaintances slowly reveal more about her past and why she abandoned the life she once had. The resulting story is therefore not merely an argument about artificial intelligence. It is also about burnout, purpose, friendship, personal responsibility, and deciding what constitutes a worthwhile life after professional success stops providing fulfillment. Gameplay follows the traditional visual novel structure, so reading, listening, and making occasional decisions form the majority of the experience. Players expecting exploration, combat, elaborate puzzles, or complex simulation systems should adjust their expectations accordingly. During many counseling sessions, Evelyn must follow the AI-generated script, deliberately restricting player freedom. That limitation works thematically because it recreates Evelyn's lack of control. More significant choices emerge as her personal story progresses, eventually allowing the player to influence how she approaches her future. The game also includes Kabufuda Solitaire, a card-game diversion that provides a welcome mechanical break from lengthy conversations. It is a relatively small addition, but it fits surprisingly well within an otherwise dialogue-heavy experience. After several emotionally demanding scenes, having something straightforward and interactive available helps vary the pacing without undermining the narrative. Visually, Eliza uses attractive hand-painted artwork to portray Seattle and its inhabitants. The locations remain grounded in contemporary reality rather than adopting an excessively futuristic aesthetic, strengthening the idea that the ethical issues being discussed belong to the present or near future. Character illustrations are expressive without becoming overly dramatic, while backgrounds create a calm, occasionally melancholic atmosphere appropriate for Evelyn's introspective journey. The extensive voice acting is another major strength. Hearing characters speak gives the counseling scenes additional emotional impact, especially when a distressed client receives a carefully constructed but impersonal response from the Eliza system. Vocal performances communicate hesitation, frustration, uncertainty, and vulnerability in ways that complement the written dialogue. The ambient soundtrack works similarly well, remaining understated enough that it rarely competes with conversations while reinforcing the reflective tone. One of Eliza's most successful qualities is its refusal to provide simplistic answers. Automated counseling can appear unsettling because personal information is being processed through a corporate technological system, yet the game also recognizes the potential benefits of inexpensive and accessible assistance. It raises questions about data ownership, commercialization, professional responsibility, algorithmic decision-making, and whether simulated empathy can provide genuine comfort. Rather than instructing players what conclusion to reach, it presents conflicting perspectives and allows Evelyn's experiences to make those questions increasingly personal. The main drawback is that the experience depends heavily on the player's tolerance for slow, conversation-driven storytelling. There are long stretches with minimal conventional interaction, and anyone expecting a dramatic cyberpunk thriller may find the restrained presentation uneventful. Choices also do not transform every scene into a radically different storyline. This is fundamentally a narrative experience where character development and ideas matter more than mechanical complexity. Steam Deck users should consider the game playable rather than assume a completely optimized handheld experience. Compatibility information indicates that it can run on Steam Deck, but it should not be treated as equivalent to an official Steam Deck Verified designation. Its relatively straightforward mechanics make handheld play feasible, although occasional adjustments or minor interface inconveniences may be possible. Players specifically buying or installing games for Deck use should therefore expect functional compatibility rather than guaranteed console-like optimization. Eliza ultimately succeeds because its discussion of artificial intelligence remains anchored to believable human problems. It asks whether efficiency can substitute for understanding, whether technology companies should mediate emotional relationships, and how individuals find meaning when their careers and ideals no longer align. Combined with strong writing, polished artwork, excellent voice performances, atmospheric music, and a memorable protagonist, it delivers a thoughtful experience that remains particularly relevant as automated systems become increasingly integrated into everyday life. Rating: 9/10

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