This Bed We Made

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17 февраля 1958 года. Рабочий день Софи в отеле Clarington начинается как обычно - пока она не открывает дверь комнаты 505, и из неё не начинает исходить фиолетовый свет... О 'This Bed We Made'

'This Bed We Made' - это игра-детектив в третьем лице , предлагающая игровой опыт длительностью 3-6 часов, позволяющая удовлетворить ваше любопытство к скрытым жизням других. Возьмите на себя роль Софи, любопытной горничной 50-х годов, и раскройте зловещую тайну, которая связывает гостей отеля через странные предметы, которые они приносят с собой в своих путешествиях.

Особенности игры

💋 Neo-noir исследование : Исследуйте три атмосферных этажа отеля Clarington, переживая темную, загадочную и соблазнительную историю о гламуре и убийстве;

💋 Расследование, движимое любопытством : Исследуйте предметы в 360-градусном виде, решая головоломки и исследуя (не такие уж и) скрытые жизни других;

💋 Близкие отношения : Установите тесные связи с персоналом отеля и гостями, делая выбор между приключенческой Бет и ученым Эндрю;

💋 Реалистичные исходы : Каждый ваш шаг, каждая открываемая вами дверь может изменить то, как разворачивается история... в том числе и то, как вы убираете комнаты!

Приключенческие игрыИнди

Системные требования

Минимальные

  • Minimum:
  • OS *: Windows 7 and up
  • Processor: Core i3 7300
  • Memory: 8 GB RAM
  • Graphics: 760 GTX
  • DirectX: Version 9.0
  • Storage: 10 GB available space

Рекомендуемые

  • Recommended:
  • OS: Windows 10
  • Processor: Ryzen 5 3600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1660
  • DirectX: Version 12
  • Storage: 10 GB available space

Отзывы

Steam · Very Positive

Все отзывы в Steam

3 068 положительных из 3 384 отзывов

84

Игрок 6684Рекомендует13 ч в игре

Review by Gaming Masterpieces - The greatest games of all time on Steam. If you are just interested in point and click adventures go here: The Adventure Library The game opens in a police station in Montreal, where a detective asks you to recount the events of the day. And quite a lot has happened, even if it all starts rather uneventfully. You make the bed, clean up the ashes from a knocked-over ashtray (back when non-smoking rooms weren't yet the norm), empty the trash can, clean the bathroom, and snoop through a guest's belongings. Wow, the guy is seriously in debt. In other words, exactly the sort of things a hotel maid is expected to do. Well then, time for a break. Your coworkers are unpleasant to you, but the hotel's lesbian receptionist is always good for a friendly conversation. She also has some exciting work for us: cleaning up a knocked-over vase and mopping the floor. Hooray. Would you rather flirt with Andrew, or eavesdrop on your boss Bernard arguing with his jealous wife? If you ever get stuck, you can listen to Sophie's thoughts for guidance. At least if you speak English or French. The game is fully voiced, but both the text and voice acting are available only in those two languages. Before long, things start getting a little strange. One of the guests has developed a large number of photographs in his bathroom... photographs of us! Is he a deranged stalker? And why does he have a pistol locked away in his safe? You control Sophie from an over-the-shoulder perspective using either a keyboard or a gamepad as you move through the hotel. Various hotspots allow you to interact with the environment. This makes This Bed We Made a classic walking simulator. There are no combat sequences, no climbing sections, and no stealth mechanics. Small puzzles, or simply your actions, move the story forward. You decide where to go, what to do, and how to communicate with the various characters you encounter. Conclusion: It is aimed primarily at curious players. If you enjoy sticking your nose into things that are really none of your business, then this is exactly the game for you. Read hotel guests' letters, search through their suitcases, and listen in on confidential conversations. The portrayal of a Canadian hotel in 1958 is convincing and well executed. The various guests and hotel employees each have their own personalities and small backstories. The detective story develops quickly and remains engaging throughout, although it is not particularly long.

96

Игрок 2996Рекомендует5 ч в игре

简单通了下罪恶的异性恋路线,就挺一般的?本来预期是个长篇悬疑故事,场景将怎样在整个宏伟的宾馆内变换,情节将怎样一波三折,结果刚过4h就结束了,多数活动范围也仅限于五楼内几个构造雷同的房间里,连外景都看不到。主要玩法就是在各个房间里翻箱倒柜,收集蛛丝马迹的信息来拼凑出客人们的生平履历,厘清他们之间的利害关系,并迎接最终的谋杀案。中途穿插着各式饶有趣味的解谜,以及别忘了和时刻援助你的队友谈情说爱。利用心声间接给引导很赞,这样既不会在玩家头绪清晰时破坏沉浸感,又在卡关时多给了个主动选择。 制作上的瑕疵很多。画质回退到十年前,人物表情动作僵,开关门读档后显示错误与穿模,关键角色无建模无互动全程不出场(凶案在女主查房期间发生,见不到一个人听不到一点声响真就特别诡异),草率结局仅用几个过场动画就一笔带过等,戛然而止根本就对不住四个小时的铺陈。前期女主就是进个电梯、路过走廊都要给专门运镜,怎么到结局反而拉胯了,好歹给真结局做个演出呢。而且,作为悬疑游戏最重要的剧情本身,也非常普通。尽管在给出多名嫌疑人和隐藏真凶上作出尝试,只要你把所有线索都收集齐,那人际关系与来龙去脉便大白于天下,直白到连丝毫反水的可能性都不存在。 这游戏唯一比较大的亮点在于多选择、多路线,决定NPC的命运和最终结局。比如最重要的战友二选一,通过对证据的不顾或销毁、对话的诚实或撒谎,来影响警方的断案方向,继而决定嫌疑人们的命运。还有宾馆内员工们勾心斗角的插曲,决定他们能否在案件过后保留工作等,这都在一定程度上增添了重复游玩价值。 其他小亮点:无论是对于精神病人还是性少数群体,本作都展示了充分的同理心,置于50s黑色电影背景下更显创作者的人文关怀。为了破案无视他人隐私和视人情高于法理(篡改证据影响结局)的作风都非常波洛,说本作颇具阿加莎克里斯蒂的风范是没问题的(当然放进阿婆作品里比肯定比较次了),女主做清洁工真有点屈才了啊! 总之,本作尽管具备交互式电影类游戏的多选择取向优势,但从剧情、玩法、氛围、流程时长还有整体做工等多个层面作比,都明显要比悬疑推理类的Dahlia View差一大截。(本作几乎不含推理元素,纯解谜)给后者打十分的话,本作可能拿八分都够呛,能这么火出圈感觉还是女同占了一大半功劳吧。看来比起质量本身,学会营销和抓住受众眼球也非常重要。(没有说本作不好的意思)

08

Игрок 9708Рекомендует9 ч в игре

I’m reluctantly giving this game a positive review — just for the effort, I’ll give it a B+. The devs clearly put a lot of effort into the game, and I really liked that your choices somewhat affect the ending, at least to some extent. You just can't pick up on what would affect the ending. It started off great: good dialogue, characters with personality, and I got a bit of a Max from LiS vibe mixed with a detective aspect, which I was really into. And then came Day 2. Murder? Yay! Let’s solve it! …Or not. Apparently it doesn’t matter that much. SPOILER : You can figure out who the killer is, but honestly, good luck doing it without Googling it. The clues are so vague that it feels less like solving a mystery and more like trying to guess what the developers were thinking. Still, I appreciate the effort and the fact that the game actually gives you choices with consequences. There’s definitely something here — I just wish the mystery itself gave you enough information to actually solve it rather than making you look up the answer.

67

Игрок 3967Рекомендует7 ч в игре

It all starts in a police station, with your main character Sophie telling the story of what happened that day. She’s a maid at a hotel, and what started as an ordinary shift, turned into something more sinister when she discovered that one of the guests was apparently stalking her, taking pictures and marking spots on the map. Since I’ve already reviewed the standalone game, in which I pretty much explained all of the mechanics, I’ll just copy the relevant information. Sophie is a maid and has access to rooms on floor 5, her workstation, which leads to main mechanic of snooping around while still doing what you’re supposed to: clean room and put everything back where it belongs. This involves emptying trash bins, scrubbing bathtubs and stains by moving your hand around, making beds, and so on. Of course, this isn’t essential, and most of these optional activities are there for extra achievements. Plenty of them are missable, but most can still be completed until you decide to leave. You can avoid missing things by saving regularly. Even if you forget to save, the autosave system creates several slots, allowing you to return to a specific point without having to replay the entire game. It also saves you from messing up if you throw away guest’s personal items or evidence, which is possible for almost every item. Exploring and “snooping” through the rooms is enjoyable, and they unlock as you progress through the story. The good news is they’re always available so you can return there if you missed something. There are no visual cues pointing you toward important objects, so finding things depends on how good you are at observing. As you walk around and get close to something, you can point the dot in the center of the screen at it and see if it turns into a circle, which means you can interact. Majority of hotspots have a single interaction, but some let you choose. Almost all of them have an “inspect”, which makes Sophie comment on something or take a closer look. This is also the default main interaction for most objects around the hotel. Objects can be rotated, and if they have something written on them, you can toggle a plain text option to make it easier to read. This also works for readable material that is found all over or in many drawers you can open, such as notes, newspapers, and letters, which reveal a lot about guests and a add a lot of background to characters. Some items can be collected and stored in your inventory, but there’s no need to figure out which item to use. If you interact with something while carrying the required item, you’ll automatically use it. Also, you will never get stuck because current objective is visible in your notebook along with information on main character. But if you want a more direct help, there’s a button that reveals Sophie’s thoughts and tells exactly what needs to be done. Since you’re snooping around, you also have to pay attention to putting everything back the way it was when you entered a room. Some rooms have things you can do, such as looking for a key, reconstructing a letter from torn-up pieces, or completing some other task. You can also return items to where you found them. For example, you might find a key on TV, use it to open a suitcase, then close it and put the key back on the TV.

76

Игрок 1676Рекомендует4 ч в игре

Handwerklich supergut gemacht für ein Indiestudio - Sprecher super, Kameraeinstellungen, Grafik sowie Gameplay gehen super smooth von der Hand. Aber irgendwie möchte keine große Spannung aufkommen. Und immer, wenn sie kommt, ist sie nach kurzer Zeit wieder eine Enttäuschung, weil der Murder Mystery Case einfach wieder in die entspannte Richtung abdriftet. Das ist ungewöhnlich. Wir lesen und rätseln. Mehr passiert hier eigentlich nicht und nach 4h ist's rum. Hier und da ein paar Entscheidungen treffen, um den Ausgang der Geschichte ein wenig zu beeinflussen. Kennen wir. Nun ja - nach dem sehr guten Ersteindruck verspielt man hier leider seine Chancen.

13

Игрок 1913Рекомендует8 ч в игре

Ménage à trois English review here 6/10 Je me suis arrêtée à l'hôtel Clarington pour la nuit, j'ai entendu dire qu'il avait bonne réputation. En effet, la chambre est propre, le lit est fait, et tout est soigneusement rangé ; en apparence tout semble parfait... Mais j'ai le sentiment que cette femme de ménage de mon étage est autant fouineuse que consciencieuse. À trop vouloir dépoussiérer les secrets des clients, je crains que sa curiosité lui joue des tours un jour. Alors, le service sera-t-il étoilé ou minimum ? ❤ Sifflez en travaillant car plusieurs musiques accompagnent Sophie dans ses tâches. On est plongé immédiatement dans l'ambiance des années 50, avec des thèmes qui rappellent le travail de Bernard Herrmann, entre suspense et romantisme, et qui contribuent à installer ce climat de thriller. On a même droit dès l'introduction à une vieille chanson québécoise d'époque, qui nous transporte instantanément dans cette période. J'ai d'ailleurs regretté qu'il n'y en ait pas eu un peu plus par la suite, mais étant donné que c'est un petit studio, j'imagine que les droits n'ont pas forcément été accessibles. Et de toute façon, au vu de la qualité de la BO, on passe facilement outre ce détail. Côté environnement sonore, il se fait plutôt discret, mais pas besoin d'un grand remue-ménage pour faire monter la tension : les moindres craquements ou bruits d'ascenseur suffisent parfois à instaurer un sentiment d'urgence lorsque Sophie fouille les chambres. Enfin, quitte à découvrir des secrets, autant les commérer à voix haute. Ainsi, deux versions sont proposées pour le doublage, une anglaise et une québécoise, mais toutes deux interprétées par les mêmes comédiens. Elles sont chacune très bonnes, bien que j'avoue avoir une préférence pour la seconde, les accents et les expressions donnant beaucoup de charme à l'ensemble. +/- Tout comme la musique, le visuel nous emporte dans le temps grâce à une esthétique très vintage, du chara-design aux décors. Il n'y a certes pas beaucoup de zones à explorer, mais la mise en scène sait en tirer parti en apportant ainsi un aspect très claustrophobique, encore plus lorsque le jeu des lumières et le silence viennent l'appuyer. En revanche, l'animation est assez rigide ; heureusement que le jeu d'acteur sauve les meubles, car ce ne sont pas les expressions faciales qui créeront l'émotion. +/- Qui a dit que le travail d'une femme de chambre était ennuyant ? Du moins, pour Sophie, qui passe son temps à farfouiller dans les chambres de ses clients, cela peut amener à des situations bien particulières et intrigantes. C'est assez excitant de découvrir l'histoire au travers de ces fouilles : comme Sophie, on se prend à chercher de plus en plus d'informations pour résoudre le mystère de la chambre jau… ah, pas la bonne ! Le mystère de la chambre 505. Mais si le récit se construit en fouinant, il se développe également auprès de tous les employés de Clarington. Déjà, vous avez le choix entre deux acolytes pour vous épauler dans votre enquête, ou plus si infinités, et tous les deux amèneront un regard personnel selon les révélations faites. Car en effet, les années 50 abordent leur lot de discriminations et de problématiques qui feront le cœur même de l'intrigue. D'autres figures de l'hôtel seront également à découvrir, sans jamais apparaitre à l'écran, sûrement par manque de budget, mais amenées de manière maline avec des conversations de couloir. Pas facile de laver son linge sale quand les murs ont des oreilles...enfin, plutôt celles de Sophie qui trainent. Ces échanges furtifs dévoilent assurément encore plus de secrets, ou simplement des moments cocasses. Et là réside la force du jeu : nous faire connaître tout un tas de personnages sans jamais nous les montrer. Malgré tout, l'histoire manque de finalité et s'arrête au moment où elle semble véritablement démarrer, en balayant sous le tapis plusieurs informations non résolues, même s'il reste tout de même possible de théoriser à partir des indices récoltés. Par contre, même si le jeu est court, plusieurs fins sont possibles ce qui je l'avoue, m'a poussée à retourner un peu plus mettre mon nez dans les affaires des autres…. Sophie a décidément une mauvaise influence. +/- Elle cire, elle frotte, elle range et chasse la poussière. Qui aurait cru qu'amusement et rangement feraient si bon ménage ? Car en effet, la majorité du gameplay repose sur le nettoyage. Autant, cela peut être vraiment satisfaisant de faire briller toutes ces chambres, autant cette mécanique fait surtout partie intégrante du scénario. D'un côté, elle nous permet de chercher des pistes pour résoudre les énigmes et de poursuivre notre petite enquête pas bien légale ; de l'autre, nos tâches peuvent même avoir une influence sur ce qu'il va se passer, en nous laissant choisir de faire ou non disparaître certaines preuves. Pour le premier point, les énigmes sont sympathiques mais ne seront jamais un très gros obstacle à franchir, et les indices révèlent même à mon goût, un peu trop de choses trop rapidement, nous laissant deviner assez vite les ressorts de l'affaire. Pour ce qui est des embranchements, je n'ai pas d'emblée saisi quelles actions pouvaient réellement avoir des conséquences. Une fois la partie achevée, avec la conclusion de l'intrigue en tête, j'ai toutefois pris davantage de plaisir à toucher à tout pour voir comment mes actions allaient se goupiller. En revanche, si Sophie est une femme de ménage efficace, il n'a pas été très clair au départ de savoir où tous les objets de ménage se rangeaient. Une petite formation s'impose ! ✖ La gestion des indices et des tâches n'est pas très ergonomique, avec beaucoup de scrolling et une navigation qui ne facilite pas toujours la recherche d'informations. Un petit astiquage de l'interface serait de mise. ✖ Quelques soucis viennent entacher notre mission : il arrive que certains éléments du décor se coincent et que certaines actions à la manette ne se déclenchent pas correctement. Il faudra alors parfois la délaisser pour la souris, pourtant plus habituée à être chassée des chambres qu'à nous aider à les explorer. Bilan du séjour : un service propre...trop propre...suspicieusement propre ? Si le personnel était attachant et que l'endroit ne manquait pas de charme, je soupçonne que certaines maladresses aient été effacées au désinfectant, car mon expérience n'a pas été tant mémorable que ça au final. En attendant, je quitte les lieux avant que Sophie n'ait le temps d'inspecter mes bagages. Après tout, chacun a ses petits secrets, destinés à rester cachés jusqu'à son lit de mort.

10

Игрок 3610Не рекомендует5 ч в игре

This is definitely one of those cases where I would've loved the option to leave a neutral review. There's a lot to like about this game, and it's clear a lot of care went into it, but at the end of the day it just fell flat for me. Regarding the characters: Sophie, the protagonist, is very sweet and charming with a bit of an impish side to her, which I enjoyed. I do think her character could've been fleshed out more, even if just through commentary on the guests' items. We get to know a little about her family life, but I would've loved to hear more, and since the player can choose for her to be a lesbian, I also would've appreciated hearing about how that experience affected her growing up. Regardless, I like her. I also really like Beth, who is incredibly attractive in every way, and definitely one of the most memorable love interests I've encountered in a hot minute. She's great, and her dynamic with Sophie is lovely. Both their voice actresses do a wonderful job, too. One of the biggest issues in the game for me, though, is how empty it feels outside those two characters. I get it-- it's indie, you don't have the resources to model and animate a dozen characters, so you use the time-tested 'Gone Home' method of telling you about them through their belongings, letters, etc. And it does work, but only to an extent. I often found myself disconnected from this narrative about this trio of people I never get to see or hear, and when wandering between rooms I couldn't always remember which was whose, or what it was I was looking for. It kind of felt all loosey-goosey, without enough of an anchor to keep it tethered to the story's core. I think another big problem is that Sophie, outside of her passion for snooping, has very little reason to care about all this. She's never met those people, she's not connected to them in any way. If she doesn't have a reason to care, then it follows that I, as the player, also have little reason to care. The game tries to get her more involved early on by seemingly presenting a stalking plot centered around her, but then it turns out to be irrelevant and forgotten about, for reasons that are not entirely clear to me. It's like the writers could tell her lack of involvement was a problem, but could only be halfway bothered to do anything to address it. I like walking simulators, so I enjoyed the gameplay perfectly well. I thought the main gameplay gimmick, of deciding whether to keep or discard each item, was pretty neat, and I enjoyed getting to see the consequences of those decisions. Though, it was not always clear to me how these manifested in the longer run. I thought the additional cleaning mechanic was admittedly pointless and kind of a waste of time. I suppose for some players it would be a draw? But if I wanted to play House Flipper, I would be playing House Flipper. Those menial mini-games, or more like mini-tasks, were mostly just getting in the way of me solving the mystery. Speaking of the mystery... for a game that labels itself upfront as a murder mystery, there is very little murder going on until the very end. The stuff you investigate is mostly people's private lives and relationships; it's all quite low-key, again, in the vein of Gone Home or early episodes of Life is Strange. But what makes LIS one of my favorite games is how it gradually escalates from such benign stories into something with incredible stakes and consequences, while TBWM kind of ... just takes one huge leap of escalation at the end, and then the game's over. It's pretty disappointing! I wanted to feel that tension and anxiety for more than the last ten minutes of the game, plus they feel like they come out of nowhere. The culprit is so out of left field, which I guess some would call a successfully surprising twist, but to me just felt like cheap writing with a lack of meaningful buildup. I'm also kind of 'eh' about how this game presents its progressive views. Like, it's a little too easy to set your game in the 50's, and then point and go 'see? See how outdated everyone's opinions are?!' It would be more meaningful to challenge modern opinions, wouldn't it? 'We should be nice to the mentally ill and the LGBT community' just doesn't feel like such cutting-edge commentary in contemporary standards. There's also the fact that the game seems to present those things as traits that automatically make you a good and trustworthy person, which in my opinion is a bland approach to take. To compare with LIS again -- that was a game that was not afraid to blend positive and negative traits into characters, no matter how sympathetic their circumstances may be. You have a traumatized military vet who is controlling, aggressive, and paranoid. You have a mentally ill teen who's got serious family issues and isn't getting the help he needs, but he's also violent, misogynistic, and homophobic. That's another one of the elements that make LIS such a stand-out game to me, and with how obvious an inspiration it was to TBWM, it's kind of a shame that aspect isn't reflected in the latter. All in all, it's a polished game with some solid elements and I found the time I spent with it quite pleasant. But its strongest aspect is definitely the player character and love interest(s), while the weakest is the mystery we spend the whole game trying to solve. Which is kind of a big one. So, yeah. 6/10 in my book.

86

Игрок 9586Рекомендует9 ч в игре

Its a good story, and the puzzles are easy enough, some games you just wander around for ages, this you dont. Im working through all of the different paths now. For a game with a lot of alternate endings the load is so disorganised. all the auto saves and the actual saves are just on one long list.

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