We Become What We Behold [Fan-Made Port] similar games & best alternatives
We Become What We Behold [Fan-Made Port]
2019
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Quick resume
a game about news cycles, vicious cycles, infinite cycles
Global score
96/100
Genres
Casual, Indie
Pros
- Powerful social commentary
- Short and accessible gameplay
- Thought-provoking narrative
- Free to play
- Minimalist art style
Cons
- Very short playtime
- Limited replayability
- Linear and constrained choices
- Lack of depth in gameplay mechanics
- No multiplayer or social features
Motivations
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Autonomy2
"Players have limited control over what to capture, influencing the media narrative, but the game guides choices to convey its message."
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Competence1
"Gameplay is simple and easy, requiring minimal skill, but players engage in meaningful decision-making about what to portray."
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Competition-5
"No competitive elements; focus is on personal reflection and narrative influence without comparison to others."
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Continuation-4
"Very short playtime (5-10 minutes) with limited replay value; players tend to play briefly and then stop."
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Cooperation-5
"Single-player experience focused on individual choices; no cooperative or multiplayer elements."
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Creativity1
"Players can choose what to photograph influencing the story, but within a limited set of predefined options."
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Domination-5
"No elements of exerting control or superiority over others; interactions are neutral and reflective."
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Escapism3
"Players use the game as a way to reflect on real-world media influence, providing a form of mental escape and contemplation."
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Expectation-4
"Players engage voluntarily out of interest in the message and social commentary, not out of obligation."
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Experimenting1
"Some experimentation possible in what to capture, but overall the game is linear with limited branching."
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Exploration-3
"The game world is small and fixed; players explore limited scenarios rather than large or new environments."
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Expression-2
"Minimal customization or personalization; expression is through choice of media content rather than avatar or environment."
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Fantasy-4
"The game depicts a stylized but realistic social commentary on media and society, grounded in plausible scenarios."
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Fellowship-5
"No social or community features; experience is solitary and introspective."
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Growth2
"Players gain insight and awareness about media influence and social dynamics, promoting personal reflection."
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Health-5
"No physical activity or health-related gameplay elements; purely sedentary experience."
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Idle-4
"Requires focused attention during the short play session; not designed for background or idle play."
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Intimacy-5
"No close social interactions or relationship building; experience is individual and conceptual."
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Leadership-5
"No leadership or group management roles; player acts as an observer influencing media portrayal."
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Progression-3
"Minimal progression; the game is short and linear with no accumulation of items or upgrades."
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Relaxation-2
"The game creates tension and reflection rather than relaxation or flow; emotional impact is strong."
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Sensation1
"Simple visuals and audio provide modest sensory stimulation supporting the message without intense excitement."
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Status-5
"No social recognition or status systems; achievements are personal and internal."
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Story4
"Strong narrative and social commentary conveyed through gameplay and progression, despite short length."
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Strategy1
"Some strategic choice in what to capture, but overall straightforward and limited decision-making."
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Thrill0
"The game evokes emotional impact but does not focus on suspense or risk-based thrill."
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Value5
"Highly praised for delivering a powerful message in a very short, free experience; excellent value."
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Violence2
"Depicts escalation of conflict and violence as part of the message, but not glorified or central gameplay."
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Survival-5
"No survival or threat avoidance mechanics; stable environment focused on social dynamics."
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Last update: 06/03/2026