Experience the Apocalypse Like Never Before: Tides of Tomorrow Amazes as a Standalone Feature at Gamescom.

The post-apocalyptic world is bleak and dusty, as depicted in the Mad Max films. However, a French indie studio has a different vision.

I greatly admire passionate developers. I prefer those who are brimming with creativity—dreamers and visionaries who shine brightly over trained experts who remain stoic and merely recite standard lines during a game showcase.

The two creators from DigixArt (the ones behind the 2021 adventure gem Road 96) elevate the concept of vibrancy to an entirely new dimension. One of them delivers presentations with such enthusiasm that he ended up experiencing back issues on the second day of gamescom. Now that’s what we call dedication to artistry!

Every Breath You Take

The source of the possible slipped disc is Tides of Tomorrow, an asynchronous multiplayer adventure. This means that the choices you make in the game world not only impact your personal gameplay but also affect subsequent online players.

The premise is as follows: at the beginning of the adventure, you select a player to “follow” – this could be someone from your friends list, a well-known streamer, or a random person.

This doesn’t imply that you are retracing their steps or reliving their journeys. The game initiates universally for all players, but shortly thereafter, everyone diverges into their own paths. And here’s the intriguing part: each player engages in unique decision-making during interactions and actions. Those choices lead to consequences – and due to the persistent world of Tides of Tomorrow, these outcomes not only influence your gameplay but also that of the player who follows you.

Every Move You Make

Sound strange? Here’s an illustration: You traverse a rickety bridge that collapses behind you. You need not worry, as you’ve already crossed over. But the bridge remains in ruins, posing a challenge for the next player: How will they manage to cross now?

They can choose to invest in repairing the bridge, which will subsequently aid the player who comes after them. But this action costs them resources. They could also seek an alternate path and pass the challenge along.

Alternatively, they might complain to an NPC that the previous player was a notorious bridge destroyer, tarnishing their reputation—something that future players will also recognize.

This dynamic arises from playing as a “Tidewalker,” a distinct category of character who all bear a striking resemblance. Once NPCs perceive Tidewalkers as destructive, they begin to steer clear of them, complicating matters for players who follow.

This concept generates intriguing cause-and-effect relationships between the prior player, yourself, and the subsequent player on both minor and significant scales. This is the triangle that directly impacts each member—which is visually represented in the triangular logo of Tides of Tomorrow.

Every Bond You Break

Not only do you experience the ramifications of your “predecessor’s” actions within the environment, but occasionally you can observe their journey directly: the so-called “Tides of Time” are swirling spots within the scene that invite investigation. This initiates a hologram-like vision offering a brief look into the history of the player you are following. These moments, though brief, are crucial and may provide hints on how to advance. They represent genuine gameplay moments encountered by the other player, rather than scripted events.

However, if at any point you conclude that the player you are following is making poor choices or decisions you wish to avoid, you can always reconsider—the choice of whom to follow is never irreversible.

Every Step You Take

What is this all about? The narrative unfolds in an unspecified future on the oceanic planet Elynd. The name signifies “misery” for a reason, as most of the water is severely contaminated and everything is littered with debris and refuse.

This has dire implications for the inhabitants, who suffer from a condition termed “plastemia.” This affliction arises from microplastics accumulating in the body until the individual transforms into a mere mass of plastic. Essentially, plastemia converts people into mannequins – a fact that becomes quite evident in the game.

For instance, the face of a companion with whom you are coordinating a mission is adorned with colored stripes. This is not