Imagine holding in your hands an official manual for an unknown RPG. A meticulously crafted book, detailing the dungeons, creatures and secrets of a game that was never programmed, yet whose universe feels incredibly real. This is the magic of Vermis, a unique experience where the reader becomes player, explorer and creator.
In its pages, we discover a dark and bewitching world, populated by haunted swamps, dark labyrinths and characters as disturbing as they are fascinating, such as the “Wandering Angel” or the “Rat Man”. Every description, every pixel-art illustration, every mysterious card feeds the illusion of a game lost in the meanders of time, of which the book is the only vestige.
At a time when game solutions are just a click away, Vermis resurrects the golden age of paper strategy guides, the indispensable manuals that accompanied the RPGs of the 80s and 90s. Much more than a simple nostalgic object, the book immerses the reader in an immersive, interactive experience, where each page becomes a level to cross, each illustration a doorway to an imaginary world.
With its pixelated aesthetic, dark fantasy ambience and second-person narrative, Vermis evokes the heyday of retro-gaming and classic role-playing games. It will appeal as much to those nostalgic for yellowed paper and annotated maps as to new readers in search of an innovative and novel literary experience.
Far from being a simple book, Vermis is a work in a class of its own, an open door to a parallel universe where it's a pleasure to get lost. Once you've started, it's hard not to turn the pages, explore the smallest details and let yourself be carried away by the strange power of a game that never existed... yet seems very real.
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