The hype came, and refuses to leave as of yet. Schedule I, truthfully, was a game I thought was going to be more annoying that it was satisfying. Anything related to weed culture tends to have bad taste, and saunters towards originality as one might assume of a piece of art inspired by a drug that makes its user complacent.
I’ll have to raise my hand up and admit that I was wrong here. While the game has what I’d describe as a very slight ‘tint’ of immature weed culture baked into some parts of its humor, it’s actually intelligently designed and is pretty much what I’d call the spiritual successor to stick RPG, but with a focus on a single career.

The game hoists (or drops) the player into the world with essentially nothing to their name. From here, the player will have to find the funds needed to invest in a startup production facility to grow drugs to then sell to customers that the player doesn’t have yet.
All the while, police officers scurry about the city engaging in apparently normal stop-and-frisk tactics while also enforcing strict curfew policies. Avoiding them, so far, had been my only real interaction with an “antagonist”, although someone did blow up my trailer early in the game. Hmmmm.
The gameplay loop is reminiscent of Stick RPG 1 & 2. With its emphasis on spiraling wealth generation and business ownership simulation, I can clearly see how those old flash games might have had an impact on the developers’ vision. (Or maybe not).
All I know is that these games remind me of one another. But I’ve only dug into the surface of Schedule I, and a proper review will be out once I’ve finished it, if that’s possible.





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