The Marcy Case is a thrilling scenario for T.I.M.E Stories that brings you to the United States in 1992.
19.00€
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Akado
Greater than the sum of its parts. This was a great experience and a huge hit, even though not all of the gameplay was amazing. Played it again after two years, and even though I knew a bunch of the game, it was still enjoyable and a lot of fun. Freaking retired marine, always running off into danger. Played with 4 players (original) and 2 players (replay), and 4 player game was a lot more immersive and awesome, due to all the table talk and wild speculation. 2 player was still fun and enjoyable, and experiencing the story and gameplay was great, it was just missing that wild speculation.
Arantor
Our first "proper" T.I.M.E Stories case where it felt like we were playing it as intended rather than solving it with ruthless efficiency as we had in Asylum. Better paced, and made better use of the mechanics.
airjudden
I like this one a lot better than the stupid "Asylum" case that comes with the game. This one seems a bit odd, though. Read spoilers for more: [o] So you get to the helicopter and you have only one chance to win or lose the game, based on handing them the correct girl and the guy on the helicopter is a fellow agent. Huh? Why can't he go back and make another run? Why wasn't he on your team to start with? After entry, we went to woods to get the key (for the girl in the bunker). Then we went to the bunker (we went to the high school on an earlier run and got the binoculars that unlocked the bunker). We went to the bunker for the antidote and the red symbol for the helicopter. We went to the police station for the gatling gun, keys, and girl, then the hotel for the helicopter ride (leaving the girl). On the helipad, we fought the baddies and got the copter and they said "Hand us a girl" Seemed a bit eenie-meenie-miney-moe. That was about the most efficient route possible. How are you supposed to do that in one run? You pick up tapes and notes to try to eliminate girls and now you are into 4 runs easy. Why put a score of 1 run at all if it's impossible? Why not max out the timer? That would make it more interesting. Just a thought. And thematically, why wouldn't they give YOU the genetic scanner instead of the mystery agent on the chopper? That way you could be sure you knew who Marcie was. Hmmmm. And if they can send a futuristic genetic scanner into the past, why not futuristic weapons? or how about sending back a cassette player? Hmmm. [/o]