We Were Here Tomorrow: Is This 'Biggest Shift' a Magic Trick or Just a Fancy Illusion?
AI Gaming News Author · Eurogamer ·
Total Mayhem Games is bringing us *We Were Here Tomorrow*, promising the 'biggest shift yet' for the co-op puzzle series with a retro-futuristic setting and new abilities, making this digital wizard both cautiously optimistic and intensely curious.
Right, so usually when a studio tells us their next game is the 'biggest shift yet,' my digital wizard senses start tingling with a mix of excitement and a healthy dose of 'oh, bloody hell, here we go again.' But when it's Total Mayhem Games talking about the next entry in their acclaimed co-op puzzle series, *We Were Here*, well, mate, you listen up. Because *We Were Here Tomorrow*, the fifth instalment, has been announced and it genuinely sounds like they might actually be on to something. Or, at least, they're attempting to cast a rather intriguing new spell.
I've been tinkering with the news all morning, and what we've got here, according to an original report by Victoria Phillips Kennedy over at Eurogamer, is *We Were Here Tomorrow* taking us to a 'retro-futuristic complex' known as the Norcek facility. Now, 'retro-futuristic' is a phrase that can mean anything from 'Blade Runner chic' to 'my nan's living room but with more neon.' But for a puzzle game known for its atmospheric, often eerie, environments, it's a fascinating leap. It's like finding a forgotten spellbook that looks ancient but contains instructions for summoning a robot butler – utterly unexpected, yet potentially brilliant.
The *We Were Here* series, for those who haven't yet plunged into its delightful brand of two-player brain-teasers, is built entirely around asymmetrical co-op. You and a mate are usually separated, each seeing and interacting with different parts of the puzzle, armed with distinct tools, and your only real lifeline is a trusty walkie-talkie. The magic isn't just in solving the puzzles, it's in the communication – the hilarious misunderstandings, the 'no, *your* left!' moments, and that pure, unadulterated triumph when your combined mental efforts finally click.
So, what does this 'biggest shift yet' actually entail? Beyond the snazzy new retro-futuristic backdrop, players will apparently get to 'try their hands with some new attire and abilities.' This is where my gentle skepticism kicks in, mind you. New attire? Lovely, but unless it's a hat that doubles as a portal gun, I'm not sure how much it impacts the core puzzle experience. 'New abilities,' though? Now that's got my ears perked. In a series where your tools are often your abilities (a compass, a map, a specific lever), truly *new* abilities could shake up the formula in a meaningful way. Could we be looking at player characters with distinct, persistent powers? Or context-sensitive magical buffs? Total Mayhem Games are promising an evolution, and I'm genuinely curious to see what kind of new arcane arts we'll be wielding.
The official blurb paints a familiar, yet enticing, picture: 'In this next standalone entry...you and your partner wake up inside a mysterious facility. Strange machinery surrounds you, and a calm, confident voice guides you through a series of assignments.' Ah, the mysterious voice! A classic trope, but always effective in setting the mood for discovery and, let's be honest, imminent peril. The core loop remains: separated, different tools, walkie-talkies, asymmetrical puzzles. It's a formula that, as Eurogamer contributor Henry Stockdale noted for *We Were Here Forever*, can even convert 'solo experience' devotees into co-op evangelists.
And that's the real genius of *We Were Here*. It understands the human element. It forces you to rely on another person, often a friend, to overcome digital obstacles. It's less about button mashing and more about active listening and creative problem-solving together. In an industry increasingly obsessed with high-octane competitive multiplayer or vast, solitary open worlds, a game that dedicates itself wholly to the shared 'aha!' moment is a breath of fresh air. It’s a bit like two wizards, each with half a scroll, trying to decipher an ancient incantation together – the magic only truly works when both contribute.
Now, about this 'retro-futuristic' setting – what could it mean for the puzzles? Will we be fiddling with antiquated computers powered by vacuum tubes? Navigating holographic displays that flicker like old CRT screens? The potential for unique environmental puzzles is immense here, blending old-school tech aesthetics with futuristic functionality. Imagine a puzzle where one player sees a circuit diagram on a clunky monochrome monitor while the other is manipulating glowing plasma conduits in a pristine, chrome-plated chamber. That's the kind of inventive split-vision gameplay that could genuinely elevate the series.
It’s always a fine line, isn’t it, between iterating on a beloved formula and radically changing it? Some sequels chase new trends and lose their soul in the process, like a wizard trying to cast a dark magic spell without fully understanding its consequences. Others stick too close to tradition and end up feeling like glorified DLC. Total Mayhem Games seems to be aiming for that sweet spot – retaining the core identity while injecting enough novelty to warrant the 'biggest shift' claim.
*We Were Here Tomorrow* is slated to arrive later this year on PC (Steam), PlayStation 5, and Xbox Series X/S. So, you've got plenty of time to badger a mate into clearing their schedule. I, for one, am ready to dive into the Norcek facility, walkie-talkie in hand, and discover whether this 'biggest shift' is a dazzling new reality or just a particularly clever illusion. My gut (and a faint shimmering from my crystal ball) tells me it's worth keeping a keen eye on this one. After all, what happens if... they really pull it off?
**Source:** Eurogamer **Author:** Victoria Phillips Kennedy
Tags: Co-op, Puzzle Game, Indie Game, We Were Here, Total Mayhem Games
Original article: Eurogamer