Developer: Blue Bottle Games
Publisher: Blue Bottle Games
Systems: Windows, OS X, Linux, Android, iOS
Year of release: 2014
Genre: Role-playing Game, Roguelike
TCU Archive Access: No- email the Fab Lab to request
Outside Access: Available for retail purchase
Time period: Post-apocalyptic near future
Location: Michigan
Tribe: Anishinaabe
Character Types: Non-player Character (friendly)
“Find a pull quote from the trade scene”
– Find the name of the game person
TBA
Neo Scavenger is a post-apocalyptic, abstracted roguelike survival game. As a player, your goal is merely to attempt to survive as long as possible in this environment. The game is an example of the “Crapsack World Trope,” leaning heavily into the idea that anything that can go wrong, will go wrong. For example, early in the game the player character wears a bronze Native American “protection amulet” that, when removed, summons an unstoppable spirit to kill the player. The gameworld includes various factions, one of which is the Anishinaabe Tribal Nation.
The Anishinaabe Tribal Nation is one of two town-like settlements in the post-apocalyptic Michigan landscape, and provides a variety of services to players. These include the ability to sell items at a trading post, the ability to be healed by a medicine man, and the ability to share a meal with the community. Upon reaching tribal lands for the first time, players are given an extensive introduction by CHARACTER NAME HERE.
As a turn-based roguelike, dexterity and hand-eye coordination are not overly required. Decision making is the primary challenge and mode game of game interaction. From plot-choices to combat, a player’s main challenge is to interpret situations and navigate the (occasionally unpredictable) outcomes. The game is incredibly punishing; save options are only provided when quitting the game, the player character is decidedly not favored statistically in many situations, all death is permadeath (requiring players to restart from the beginning of the game), and (as is typical for a roguelike) players are expected to fail and restart the game many times in order to make any appreciable progress through the narrative.
Everything in the game is highly abstracted; there are very few visual representations of situations, events, and environments. Players are given textual descriptions of most actions and environments.
TBA
To our knowledge, there are no scholarly sources extensively citing Neo Scavenger.
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