Finn in 1989 is a text-based adventure, soaked in 80's nostalgia. A young boy discovers he's lost in time with only his backpack and his walkie-talkie. Help young Finn make life or death decisions, and unearth the mystery behind his disappearance.
David Cordis (Plants vs Zombies Heroes and Squids From Space) weaves a gripping interactive story of a young boy’s unsolved disappearance. Help Finn solve the mystery behind his own disappearance by working with the only person who can communicate with him, you.
This story plays out in real time much like the popular Lifeline series. As Finn works to stay alive, notifications deliver new messages throughout your day. Keep up as they come in, or catch up later when you’re free.
1989 is a deep, immersive story of survival and friendship, loaded with 1980’s pop-culture references. If you’re a fan of Stranger Things, Ready Player One, Back to the Future, Dune, or ever stayed up late playing your Nintendo, you’ll fall in love with this piece of nostalgic interactive fiction.
Ratings and ReviewsSee All
Expected a bit more
I grabbed this title when it was free and wasn't sure what to expect. Although I did expect a bit more then it was. While it did offer an interesting story the key interaction, of making a choice, often made little difference in the outcome. As mention other reviews, the story was quite short and left you wanting more (which is a good thing as they can certainly add to it)
“Take a deep breathe!”
Oh, grammar. The writing in this game leaves a lot to be desired, and since gameplay is text-based, that’s a problem.
The plot begins with promise, but advances too quickly to be believable, and is jarring and incoherent.
Chose Your Own Adventure books usually give the reader predictable choices. “An old man asks for money. If you give him some, got to page 9, if you don’t, go to page 16.” In the game, you are prompted to interact in situations so open-ended that it is inevitable the choices given will offend expectation, and you will feel like you’re turning pages instead of interacting with the story.
The character asks to rest from time to time, forcing the player to put the game away until he calls you; and I like that. It makes the experience more immersive. When the adventure is on, however, as another reviewer mentioned, the character puts together clues all on his own, and often before the player has enough information to piece it together for himself. As the player, how am I helping?
There is obviously sincerity and heart behind this game and I commend that. But slow down, develop the scenes, take a deep breath*...and hire an editor.
Forced nostalgia, bad writing
I was really excited about the idea of an 80s-set Lifeline-style game. Unfortunately I couldn't bring myself to finish it. References to things like John Carpenter and Stephen King simply mentioned without context do not constitute nostalgia, and the constant it's/its errors are infuriating. Finn manages to put together clues at a prodigious and unlikely speed, making it unclear what help he actually needs from the player. Clearly Stranger Things was a huge influence but the writer really needs to examine the difference between nostalgia that's been earned by organic storytelling and character-building, and cheap name-dropping that's the textual equivalent of the emotionally manipulative musical score of a mediocre movie. And get a copyeditor for the love of all that's totally tubular.
- David Cordis
- 83.1 MB
Requires iOS 8.0 or later. Compatible with iPhone, iPad, and iPod touch.
English, Simplified Chinese
- Age Rating
- Infrequent/Mild Profanity or Crude Humor
- Infrequent/Mild Cartoon or Fantasy Violence
- © Deeper Games
With Family Sharing set up, up to six family members can use this app.