For a long time now, games have accustomed us to make decisions in the most varied genres, from role-playing games to shooters, and so on; then there are some games that are designed on the basis of having only to make decisions, and among these we find the dating simulator or some management. In the midst of this category and a "silent" narrative is positioned Cultist Simulator, game developed by Wheather Factory who dares a lot: in itself the title does not invent anything new, but the atmosphere it manages to create gives a good idea of something new, not an end to the game itself.
First of all, we need to understand how Cultist Simulator works: the game largely resembles board games of the genre of "Yes, dark lord" and the like, where with cards that indicate objects and actions we must create a narrative thread aimed at our success or that will lead us to defeat; we can therefore say that the game works for card associations, nothing more and nothing less. By creating these associations, the game's narrative thread will evolve, unlocking new cards and possibilities. Some of these require the use of resources, such as money: therefore, ultimately we can classify Cultist Simulator as a title management which, however, does not focus on a purely gameplay side but more on that of narration: the game serves to narrate, and not the narration to play.
The game does not need any technical or mechanical skills to be fully enjoyed, if not a good command of the English language since the cards are accompanied by a detailed description: the language level it is quite high, therefore difficult to understand for those who do not have high enough notions. A crunchy feature of Cultist Simulator is how much such a title can bring out our innermost side. In everyday life we are often held back by conventions, pacts, laws and morality; but in a game like this, where we are free to act as we want because "it's not real", I can guarantee you that the level of "human malice" that can manifest will make Grand Theft Auto look like a kindergarten saga. Imagine that an adept of yours opposes your decisions and decides to criticize you or even to oppose you: we can kill you, or push our sect to do so, since we are venerated and we can decide on our disciples. And all of this narrated through fictional descriptions of cards that represent actions, objects and entities.
We can say with certainty that Wheather Factory has succeeded in creating something different, but unfortunately every beautiful thing has some flaws. Cultist Simulator in fact proves to be incomplete in some respects, since the game mechanics once various choices have been made seem to stall, as if the game does not want to allow the player to change their situation. We understand the desire to be punitive in games and above all to pursue a certain path when it is undertaken, but the desire to definitely deny any kind of afterthought is not a plausible solution, especially for a simulation context where the decisions of a single one are dealt with. person and the relationship he has with the outside world.In conclusion, let's talk about the general impact Cultist Simulator has on whoever plays it. It looks good but in silence: no tutorial, but with a clean and very simple interface on its side, which is comfortable until the various windows start to overlap, creating a bit of visual annoyance. Rightly it is one of those titles that must be assimilated experimenting e experiencing, making mistakes and learning the right actions to take, or simply acting as we see fit. It is a title recommended to all those who want to live an experience halfway between narration and introspection, by going to explore a world created with your own choices.