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  • Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review
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Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review

Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review
ThePawn.com April 28, 2026 2 minutes read
Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review

Tides of Tomorrow is the first single-player game I’ve played that desperately wanted me to stalk other human-controlled characters, and that sentiment alone was a compelling enough gimmick for me to jump into its consequence-driven story. While that story stumbles in a few places, and the gameplay never quite rises to anything beyond serviceable, Tides of Tomorrow does a great job of incentivizing you to participate in its “we’re all in this together” apocalyptic fantasy and care about the ramifications of your choices and actions beyond how they impact you. If you’re looking for a game that makes you feel good about helping others and being helped by others, there aren’t many options that hit that sense of community like Tides of Tomorrow.

In Tides of Tomorrow, you play as a Tidewalker, an individual who can see glimpses of the past. These visions always involve the actions of other Tidewalkers, creating a network of individuals who can all learn from each other. Fished from the ocean, you find yourself in a world that’s been flooded, restricting civilization to makeshift island towns and repurposed oil rigs. A sickness is also worming its way through the population, slowly causing people to transform into plastic. You count yourself among the infected, quickly learning that only the regular consumption of a medicine known as ozen keeps you from turning completely into plastic and dying.

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You play through the game in first-person as a largely silent individual who only speaks when prompted to with a dialogue option. Other than your supernatural sight, you move through the world simply–running, crouching, jumping. In certain locations, you can open your sight to see what a Tidewalker–who, like your Tidewalker, is also controlled by another human player–did there, allowing you to lean on the knowledge you glean to better move through the world. A bouncer who welcomed in a Tidewalker the previous day will allow you inside the club if you also offer up to them the same alias, for example, and seeing a Tidewalker hide some ozen in a grate lets you then nab it for yourself.

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