Adventure Games Set in Outer Space Codexery

Sentient (video game)

A 1998 adventure with real-time plot and nine endings.

Sentient (video game)

Sentient is a 1998 first-person adventure game developed and published by Psygnosis for the PlayStation, DOS, and Windows. The game is set on Space Station Icarus, where a radiation sickness outbreak leads the protagonist, Garritt Sherova, into a complex power struggle and a collision course with the Sun. It is notable for its real-time gameplay, nonlinear plot, and a conversation system that allows player choices to affect the story and determine which of nine endings is reached.

Quick Facts

Title
Sentient
Developer
Psygnosis
Platforms
PlayStation, DOS, Windows
Released
PlayStationNA · 10 April 1997 · EU · July 1997DOS, WindowsWW · 30 April 1997
Genre
Adventure
Modes
Single-player

Facts from the source article.

Lore & Background

Sentient was developed over 1995–1998 by Psygnosis' external Chester Studio and Pompeii Studios. The characters were based on facial scans of staff at the studio. The Windows version supports 3D acceleration only with the Matrox Mystique or Creative Labs 3D Blaster. The game's conversation system allows gossip and information to spread between computer-controlled characters, creating multilayered scenarios.

Reader's Guide

Sentient is significant as an ambitious attempt to create a nonlinear, real-time adventure game with a complex dialogue system that produces natural-sounding conversations. On the PlayStation, it was praised for its intricate gameplay and replay value, though criticized for sloppy graphics and odd character faces. Critics noted the conversation system's ability to generate fairly complex and realistic dialogue. GameSpot likened it to classic text adventures, and GamePro highlighted the rewarding brainwork and replayability. However, the PC release was more negatively received due to poor graphics without specific 3D cards and a clumsy interface requiring multiple menus for responses. Next Generation called it 'a complete waste of time' on PC, while acknowledging its ambition. The game's legacy lies in its attempt to forge new territory in graphic adventures, as noted by a Next Generation reviewer, but its execution was hampered by technical and interface issues.

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