Game Classification

Another Day at Work: Wednesday Epic Banana, Epic Banana, 2005  

Informations Analyses Serious Gaming
 

Classification

VIDEO GAME

Keywords

Market

This title is used by the following domains:
  • Entertainment

Audience

This title targets the following audience:
Age : 12 to 16 years old / 17 to 25 years old
General Public

Gameplay

The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:

Similar games


Another Day at Work: Wednesday is an open ended sequel to Epic Banana's previously released A Day at Work. Players once again take the role of Tom, an employee at Office Inc., and guide him through a typical day in his small, self-contained town. Whether Tom chooses to live the life of a law-abiding, office going citizen or an unruly, nihilistic member of society is entirely in the hands of the player. Due to the nature of the game there are no goals to accomplish, nor can the player win or lose, and thus the game does not end unless Tom is killed.

Gameplay is largely grounded in exploration of the city, which is broken up into numerous individual fixed screens, and interactions with the environment and objects therein. Unlike the majority of open world titles, Wednesday strongly emphasizes the copiousness of interactions over any sizable physical scale. As such, while there are only sixteen buildings and three main streets in the game's city, there tends to be a high concentration of interactive objects and multiple solutions to scenarios and problems the player might come across. Because of this approach, many of the actions that the player takes in one area will effect the possibilities available in other sections of the city. For example, calling your work with a bomb threat will result in its temporary closure, limiting the player's possible sources of income.

At the top of the screen is a status bar which provides an overview of Tom's present condition. This provides the player with information about how healthy he is, how much money he's carrying, how hungry he might be, the time of day, and the contents of his inventory. At any given time he can carry only one object and one weapon in his inventory, although the items he might have are almost always temporary or of a single use. If the player fails to keep Tom fed he'll begin randomly collapsing, which reduces his health. If his health runs out, Tom dies. [source:mobygames]

Distribution : Retail - Commercial
Platform(s) : Macintosh

Links