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Wheels Of Aurelia For Mac

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  1. Wheels Of Aurelia Ost
  2. Wheels Of Aurelia Trophy Guide
  3. Wheels Of Aurelia For Macbook

A downloadable game for Windows, macOS, and Linux

Download Wheels of Aurelia and enjoy it on your iPhone, iPad, and iPod touch. ‎Embark on an immersive road trip through the gritty western coast of Italy during the roaring 1970's. Playing as Lella, a bold, spunky woman, experience the sights and sounds of a tumultuous time in Italy's history while uncovering events from Lella's storied.

Wheels of Aurelia is available on PC, Mac and Linux now, and will be available on PS4 and Xbox One October 5. October 3, 2016 6:46 PM EST. Read Community Guidelines. A narrative road trip game set in the roaring Italian 70s, it tells the story of Lella, a restless woman driving on the roads of the western coast of Italy, the famous 'Via Aurelia'. This is an interactive fiction game in the shape of an isometric racer and with a focus on replayability: every playthrough lasts about fifteen minutes. Wheels of Aurelia. A narrative racing game set in the roaring Italian 70s. It's your fault the world is ending. Kitty Horrorshow. Wheels of Aurelia A narrative road trip game set in the roaring Italian 70s, it tells the story of Lella, a restless woman driving on the roads of the western coast of Italy, the famous 'Via Aurelia'.

Wheels of Aurelia is a narrative road trip game set in the roaring Italian 70s. Half racing game, half interactive fiction, it tells the story of Lella, a restless woman driving on the roads of the western coast of Italy, the famous Via Aurelia.


Wheels of Aurelia plays like an old-school isometric arcade racer, except that you get to chat with your passenger while driving. The story takes places at the end of the 70s – a time of terrorism, kidnappings, and political turmoil in Italy – and it will introduce you to that world and its dynamics thorough a cast of characters that you have never met in a video game. It's up to you to discover their motivations for driving along the coast of Italy and away from their homes.
Based on your choices – and the places you'll decide to visit – you may end up in car chases, illegal street races, or in tense debates that will make you wonder who your travel companions really are.

NOTE: Steam keys are included!

StatusReleased
PlatformsWindows, macOS, Linux
Rating
AuthorsSanta Ragione, PaoloMonkey
GenreInteractive Fiction, Racing
Made withIndieCade
Tags3D, Colorful, Driving, Female Protagonist, Isometric, italy, Narrative, road-trip
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse, Gamepad (any), Joystick
AccessibilityColor-blind friendly, Subtitles, Configurable controls
LinksSteam
MentionsAnnouncing the itch.io Midwinter Selects..

Purchase

In order to download this game you must purchase it at or above the minimum price of $9.99 USD. Your purchase comes with a Steam key. You will get access to the following files:

Version 1
Version 1
Version 1

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I'm not having luck running WoA in Ubuntu 20.04 x64 - a black screen comes up and then crashes right away. Any tips? Thanks!

Questo gioco è brillante! Sono uno studente dell'Italiano e la storia, e questo gioco era perfetto per io a giocare. Grazie a mille per creare un gioco che divertire e insegnare alcuni pezzi di storia poco conosciuto (specialmente per le studenti americani).
Ci scusiamo per il mio italiano, l'istruzione online non va bene per le mie competenze linguistiche. :(

Is it going to be updated any soon? (Not running of the latest Catalina)

yes! for sure, trying to find a day to work on this, we are about to launch Milky Way Prince and working on Saturnalia so we haven't had a chance yet, sorry for the wait!

I'm really looking forward to playing, hope you get the time to update soon!

Love this game! The soundtrack is especially commendable. Like 70s European art rock? Something like that?

181 days ago(1 edit)

Thank you! Italy has its own strand of Prog Rock, and the songs in the OST were indeed written to recreate those sounds https://en.wikipedia.org/wiki/Category:Italian_progressive_rock_groups

182 days ago(1 edit)

I love this game! The graphics are so unique, the music is incredible, and i enjoyed the story and the characters. It's short but it has many endings so you can replay it many times. Thank you so much for creating such a cool game.

Hey. I'm not able to run the game on OSX 10.15.3 (Catalina). I believe that it's because they've removed 32-bit support with this update, so any app needs to be 64-bit. Any chance you'd be able to update?

Same here (but 10.15.5), but the error I get is 'you must buy this game to play' after a 400 http error from the itch.io API :/

Yes :( we will upload the 64 bit version soon! sorry.

I'm looking forward to the 64-bit Catalina version - excited to play this!

Hi! This looks like a lot of fun, but I can't get it running on Ubuntu 18.04. When trying to launch it from the itch.io client nothing happens. Anyone know what to do?

Played this once through on Playstation. I really enjoyed it!

On Windows and not able to get past car selection screen. Controls stop working entirely once I reach that part.

Hi could y'all tell me what is the games playtime? I wanna record this for my YT channel because it looks super fun but I don't want to make it too long of a series

each playthrough is ~15 minutes, there are 16 different endings in total.

Impossible to get further than car selection (the menu in general is quite broken and nothing launches (kunbuntu 20.04)). Very sad, 'cause the game looks nice!

Wheels

Unfortunately, this one doesn't work on the latest Mac OS (10.15.4)

Sorry! We'll update (and notarize..) in the next few days!

It's ok :-) I had the game in the Racial Justice and Equality Bundle. I would love to try it, but I'm just happy to have given money anyway.

I'm italian and i can't stop laughing at the trailer

My review can be listened to as a short podcast (In German only, sorry.).

Short: I love the game very much for it's round and really unique design. The dialogues could have gone more into depth. But the 70s Italian atmosphere is great through the music and the landscape you drive through. After playing 6 sessions I spent a whole morning just searching for all the teased events in the game (the name of my character Lella, Aldo Moro who was kidnapped, abortion legalization in Italy, etc.).

Santa Ragione

In most racing games, the ethos is pretty clear: Drive fast, pass the checkered flag first, and bask in the glory. In Santa Ragione's recently released driving game Wheels of Aurelia, it's a little more complicated than that. Sure, you can race in it, but you don't have to; Heck, you don't even have to drive, as the game will follow the road for you, albeit at a snail's pace. No, what Wheels is really about is road-tripping, the sense of going nowhere specific at no particular speed, and the conversations that can result from that.

To get a better sense of how this self-proclaimed 'narrative driving game' approaches this unique mission, Inverse met up with the designer, producer, and programmer of Wheels, Pietro Righi Riva, at this year's IndieCade in Los Angeles.

Yu Suzuki, the much-acclaimed developer of Shenmue and many other titles, once noted that his Outrun series was all driving games, not racing games. How would you say that dichotomy applies to Wheels?

Wheels is the natural evolution of that thought in that it abandons the typical format of a racing game in the competitiveness that is still present in Outrun. It's all about the setting and the story, which are background elements in Outrun — what a Japanese developer thinks about fictional America — whereas in Wheels, it's real Italy. Although, we did take some techniques from Outrun and that generation of games. For example, the road in Wheels of Aurelia isn't the road in real life, and it looks like more like an arcade racer.

Games often struggle to come up with unique settings, but Wheels's post-fascist Italy certainly gives it a striking atmosphere. As a developer, how did you work with this to give it a unique sense of place?

This 'post-fascist' quality is something that's debated in the context of Wheels. The game argues that it's still fascist, and you could say the same about today. The idea about making a game in the ‘70s was ultimately to make a game about Italy today. We were looking at the generation in which our parents grew up, and we really want to understand the political climate at the time and make it emerge through the characters that populate the world.

Despite their prevalence in other forms of media, such as Easy Rider, the 'road trip' is a concept that few games attempt. Why do you think that is, and how did you work to embody that in Wheels?

Video games really struggle to blend gameplay and story, and this is not new — I'm not the first person to say this. Go to any GDC [Game Developers Conference] and you'll see this topic being discussed. One of the reasons is that the ways storytelling takes place, it's hard to make those interactive, and integrate them in traditional forms of gameplay that we've been learning to make for thirty years. There are strong limitations. One of those is, of course, how do you make a character that's playable when your political opinions don't align with those of the character you're playing. Everything in Wheels is an experiment, an attempt to make this happen. The reason that there aren't more games like Wheels is that it's very risky and there's no frame of reference for doing this. Some people even say it's impossible.

Sounds like they're wrong.

Well, they might be wrong, they might be right. Until there's a pop success, itll be debated. Maybe you could argue [Inkle Studio's] 80 Days was that success. It's a very difficult problem.

What would you say is Wheel's ethos?

I don't think it really has one. It doesn't really take any of the character's motivations and history as its own. Even though Lella (the protagonist) thinks that racing and driving fast are part of her ideals in life, the game makes fun of it. I don't think I ever really thought about the game in that sense. I'm more, how do we make it feel natural, fun, not too boring or serious. How do we represent travel itself? That's the objective of the game: How can travel be an expression of a country?

Are there any particular works of media that influenced the development of Wheels?

I would say Il Sorpasso was the movie that single-handedly inspired it — the main reference.

Wheels Of Aurelia Ost

Can't say I'm familiar.

It's basically about a road trip that takes place ten years before Wheels. Two men go on a trip. Password the game word list. One is a very extroverted man, and one is very shy, and they clash and influence each other.

Naturally, as a narrative game, it features a constellation of different endings. Did that present problems during development?

I didn't write the story behind the game, but I did tell the writers what I wanted regarding the variety of input, so that the player felt that their full breadth of actions were being reflected in the story. We wanted every dialogue choice to be meaningful on a story level, which ended up producing many, many endings. But the storyline isn't written in a traditional branching path — it's based on topics that the characters have brought up in the past.

Some of the response to Wheels has focused on the educational qualities of the game. People just don't know that much about Italy, me included. Did that influence your design?

We always knew that we were making a game that would be perceived differently depending on where you grew up — the Italian public especially. The farther you get from Italy, the more exotic it seems. The French can sort of understand it, the Germans too. But when you come to the U.S., people usually freak out when they learn that our ex-Prime Minister was kidnapped and murdered.

We knew that this was going to happen, and we wanted the game to be a sparkle for renewed interest in the time period, so they would do their own research. We 50% succeeded in doing that — half of players would read into it, and the other half would just give up. So in a new update, we're planning to include an in-game encyclopedia.

You mentioned the narrative structure is non-traditional. Do you mind speaking more to that?

Each line in the game is represented as a topic in the coding language, and each topic is tied to every other topic. And certain topics won't come up if other ones haven't come up, and vice versa. And each line has a priority, so if we're chit-chatting, and we pass by a monument in the road, then that topic will become available, because it has higher priority than the existing topic.

Wheels Of Aurelia Trophy Guide

That's a really cool system. It must have been really hard to implement.

It was designed by us with Anna Kipnis, who works at Double Fine. She designs narrative systems for them, and she's extremely capable. Not something we would have done without her.

What was the hardest part of the game to get right?

For sure, the blending of talking and driving. When we released the beta last year, we got a lot of critiques that called it a 'texting while driving' simulator, meaning while they were choosing dialogue, they were hitting guard rails. Though the game doesn't penalize you for this, it was unnerving and stressful to see your car go off the road. So in the current version, the car auto-drives, except when you accelerate. It was just a lot of design, but I think we were partly successful.

Wheels Of Aurelia For Macbook

This interview has been edited for brevity and clarity.





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