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Simulanis
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The prospect of having an entire game sitting in front of a table in your kid's attic, so, may not satisfy you with boundless excitement.  But!  This is not any regular table.  In any case, if you appear from the virtual table in front of you at any moment, you can observe a somewhat beautiful sunset through the frosted glass window.
The eponymous table is the stage for a tabletop RPG.  No need to worry about spending weeks of frustration trying to sync the schedules of a bunch of players for this one, though.  The action literally unfolds before you by itself such as the environment, characters, and props falling and climbing from the table because the story progresses (a bit like the Game of Thrones intro sequence).  Narration meanwhile is provided with a mechanical bird from the name of Arbitrix, that functions like the Game Master.  I suspect she is meant to seem like a pirate; but to British ears, she sounds more like a farmer.
Each character is a semi-animated game bit.   Action is turn-based and on your turn you reach down to the table, and pick up the character you want to use.  Put them where you need them to go when desired, then choose their action.   Simple, yet satisfying.  There are (of course) all types of people and animals to slay in your way towards the end of the story but, in authentic tabletop RPG fashion, there are plenty of options to be created, also.
You'll regularly come face to face with a situation where battle is but one of several possibilities, or might not even be a choice in any way.   Perhaps you'll try to appeal a character on your side, or use brute strength to break something on your own way.  A number of celebrities over the relevant option shows the whole number of factors necessary for achievement, which will almost always be over the capacities of even your most suitable character.  
There are no'wrong' options, only alternative paths for the story to take.  Although I assume (as this didn't occur to me) losing all your characters in a struggle causes a Game Over, neglecting a chosen interaction doesn't bring the game to a halt.  It probably means that you'll have a more difficult struggle ahead of you, but the story persists.  This is just one way in which Table of Tales enthusiastically encourages repeat playthroughs.
Sureyou can wonder what might have happened if you'd succeeded in that failed effort.  But what if you had gone for one of the other available alternatives?  What if you had gone done course A instead of course B a couple of stages ago?  What scene could have played there?  This NPC that joined your team... you lost them in conflict.  But what if you'd looked after them a little better, and they survived until the end?  You failed to convince that character to help you now, but imagine if you'd managed to make them think you?  And so Forth.
There are all those brief yet interesting avenues for the story to research, the game stands up nicely to at least a few added playthroughs, offsetting the modest playtime of roughly two and a half hours.  The members of your motley team are known as the'Scoundrels', and they certainly lived up to the title in my first run through.  Two of my temporary allies expired, I chased an alliance I'd forged, and left an entire island of people to their deaths.  Oops!  None of that needed to occur, though.
There is a fantastic, vaguely Neverending Story or The Princess Bride atmosphere, and moment-to-moment gameplay moves along well; but it's not for everyone.  The demonstration and storytelling are clearly kid-friendly (with one peculiar exception I stumbled upon, the use of the word"bastards").  There's absolutely nothing wrong with that in and of itself, but in this instance it signifies weak and toothless humor along with a predictable, often derivative plot.  In addition, combat only allows for limited extent when it comes to tactics.
Movement and actions are all based on action points, therefore believing is unquestionably required, although the simplicity is a double-edged sword.  Although some may love the restricted number of battle cards, along with the fact that strikes never miss, others will doubtless pine for something more complicated and deep.
 The easy act of playing an animated board game in

Virtual Reality is persuasive, augmented by liberally sprinkling the game with some very clever choices for the player.  If you're looking for something new that highlights amusement over challenge, this is for you.