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We Become What We Behold [Fan-Made Port]

PC (Microsoft Windows) • 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

  • Autonomy
    2

    "Players have limited control over what to capture, influencing the media narrative, but the game guides choices to convey its message."

  • Competence
    1

    "Gameplay is simple and easy, requiring minimal skill, but players engage in meaningful decision-making about what to portray."

  • Competition
    -5

    "No competitive elements; focus is on personal reflection and narrative influence without comparison to others."

  • Continuation
    -4

    "Very short playtime (5-10 minutes) with limited replay value; players tend to play briefly and then stop."

  • Cooperation
    -5

    "Single-player experience focused on individual choices; no cooperative or multiplayer elements."

  • Creativity
    1

    "Players can choose what to photograph influencing the story, but within a limited set of predefined options."

  • Domination
    -5

    "No elements of exerting control or superiority over others; interactions are neutral and reflective."

  • Escapism
    3

    "Players use the game as a way to reflect on real-world media influence, providing a form of mental escape and contemplation."

  • Expectation
    -4

    "Players engage voluntarily out of interest in the message and social commentary, not out of obligation."

  • Experimenting
    1

    "Some experimentation possible in what to capture, but overall the game is linear with limited branching."

  • Exploration
    -3

    "The game world is small and fixed; players explore limited scenarios rather than large or new environments."

  • Expression
    -2

    "Minimal customization or personalization; expression is through choice of media content rather than avatar or environment."

  • Fantasy
    -4

    "The game depicts a stylized but realistic social commentary on media and society, grounded in plausible scenarios."

  • Fellowship
    -5

    "No social or community features; experience is solitary and introspective."

  • Growth
    2

    "Players gain insight and awareness about media influence and social dynamics, promoting personal reflection."

  • Health
    -5

    "No physical activity or health-related gameplay elements; purely sedentary experience."

  • Idle
    -4

    "Requires focused attention during the short play session; not designed for background or idle play."

  • Intimacy
    -5

    "No close social interactions or relationship building; experience is individual and conceptual."

  • Leadership
    -5

    "No leadership or group management roles; player acts as an observer influencing media portrayal."

  • Progression
    -3

    "Minimal progression; the game is short and linear with no accumulation of items or upgrades."

  • Relaxation
    -2

    "The game creates tension and reflection rather than relaxation or flow; emotional impact is strong."

  • Sensation
    1

    "Simple visuals and audio provide modest sensory stimulation supporting the message without intense excitement."

  • Status
    -5

    "No social recognition or status systems; achievements are personal and internal."

  • Story
    4

    "Strong narrative and social commentary conveyed through gameplay and progression, despite short length."

  • Strategy
    1

    "Some strategic choice in what to capture, but overall straightforward and limited decision-making."

  • Thrill
    0

    "The game evokes emotional impact but does not focus on suspense or risk-based thrill."

  • Value
    5

    "Highly praised for delivering a powerful message in a very short, free experience; excellent value."

  • Violence
    2

    "Depicts escalation of conflict and violence as part of the message, but not glorified or central gameplay."

  • Survival
    -5

    "No survival or threat avoidance mechanics; stable environment focused on social dynamics."

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    Last update: 06/03/2026