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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/far_lone_sails.png]]
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3''FAR: Lone Sails'' is a TwoPointFiveD PuzzlePlatformer[=/=]DrivingGame hybrid, with EnvironmentalNarrativeGame-style of essentially wordless storytelling. It was developed by a Swiss studio Okomotive, published by Mixtvision, and released on 17th May, 2018 on [[Platform/IBMPersonalComputer PC]] through Platform/{{Steam}}. It was then ported to Platform/PlayStation4 and Platform/XboxOne on April 2nd, 2019.
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5The game is set in a dried-out PostApocalyptic world, where the little nameless girl you control is the last human she knows about. She sets out to explore the world and see if there's anyone else, using a large steam-powered vehicle with an auxiliary sail (apparently called the okomotive) to travel. Thus, you ride the okomotive and maintain its systems up until it hits an obstacle of any kind, at which point your character needs to get out and address the issue on foot, usually through solving an environmental puzzle of some kind.
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7A sequel called [[https://www.youtube.com/watch?v=jn7S4ezETpU ''FAR: Changing Tides'']] was released March 1, 2022.
8
9!! Tropes present in FAR: Lone Sails:
10* AfterTheEnd: There clearly haven't been any other humans besides your character in at least that area (and almost certainly the whole world) for a very long time.
11* AmbiguousEnding: [[spoiler:The girl's travel ends on a beach, as there's no way to take the land-bound, half-broken okomotive any further by that point. She lights a beacon on top of a tiny lighthouse, and the camera zooms out. The last you see of the whole scene is night-time, with the beacon still burning, and the girl presumably still there. However, there's also a sound that sounds like a ship's foghorn, and there are sails from the other abandoned landcraft on the beach, implying that others made the same journey before you and were picked up. Though, even if she does get picked up by a ship, you have no idea whatsoever what the remaining human society is like.]]
12* ArtisticLicenseEngineering: The "okomotive" you control is essentially a cut-down version of a steam train locomotive, with the same need to manage fuel, boiler size and steam build-up. On one hand, the size is justified by it no longer needing to pull dozens of wagons behind itself, and there were steam-driven cars and buses of similar or smaller sizes in real life. On the other hand, it is built like a [[https://en.wikipedia.org/wiki/Penny-farthing penny-farthing bicycle]], with an enormous front wheel (designed like the paddle of early steamships) and small back wheel for balancing it. Given the multi-ton weight of the whole vehicle, that back wheel would be very likely to get stuck in the sand and mud you regularly travel through.
13* BeautifulVoid: The world you travel is devoid of humanity, consisting of either austere desert or abandoned buildings, standing tall like the artifacts of lost civilization. By that point, that's exactly what they are, with only the birds and the sheep to appreciate them.
14* ContrivedCoincidence: In the second-final area, [[spoiler:there's suddenly a volcanic eruption right as you happen to pass through. You get out in time, but the ash ruins visibility and so the okomotive ends up taking a fall that breaks it in half]].
15* ConvectionSchmonvection: Just the steam-powered engine itself ought to give out a ton of heat and be very uncomfortable to be around, but your character never finds this an issue. Same goes for being close to outright fires, or even [[spoiler:passing through the cloud of pyroclastic ash from a straight-up volcanic eruption, something that usually kills people through either heat or asphyxiation]].
16* DeliberatelyMonochrome: The game uses the well-known combination of black-and-white visuals with spots of red for the world outside of the machine. It is a bit more colorful inside, with tinges of green around the boiler and the bright cerulean water inside it.
17** [[spoiler:Once you make it far enough into the game, it dawns, and the world is back to full, if desaturated, color.]]
18* DieselPunk: While the okomotive is [[SteamPunk steam powered]], the whole setting resembles an early 20th century--interwar era aesthetics typical to DieselPunk settings.
19* HamsterWheelPower: There are several instances where your character needs to run inside a gear to get a broken-down technology to work. Once, you need to do this to open the gate of a broken windmill. Then, she has to get her vehicle across a body of water by driving it onto a small ferry, then running inside its paddle.
20* HopeSpot: Near the end of the game, things suddenly look up when [[spoiler:you drive the okomotive into the truly enormous "land battleship" thing and get it to work. The sheer scale of the suddenly moving thing is exhilarating, and uplifting music chimes in as well. Then, you notice it has the same water gauge as your okomotive, and it quickly runs out, with the engine compartment bursting in flames once it happens. Even after you extinguish the flames, it still soon hits the side of mountain, being unable to go any further]].
21** [[spoiler:After leaving the land battleship, things are looking up. There are signs of other okomotives having come through, your ship is in great shape, and you are probably topped off with fuel. Then the mountain in the distance explodes and the ash cloud comes bearing down on you...]]
22** [[spoiler:The very ending of the game has Lone standing on an observation post after lighting a signal fire and looking out towards the sea. Suddenly, a ship horn is heard in the distance.]]
23* MilitaryMashupMachine: While it may not necessarily be "military", near the end you discover what seems to be a [[spoiler:battleship that walks on land through a dozen of enormous, insectoid legs. It's very much AwesomeButImpractical, however, as it only makes a few steps before running out of water and shutting down, with its engine compartment getting set on fire as well]].
24* NoNameGiven: While we never learn what the girl's name is in-game, the digital artbook reveals her name to be [[spoiler:Lone Henrikkson]].
25* ParachutePetticoat: The little girl you control can jump off heights safely because of this.
26* PosthumousCharacter: [[spoiler:Jan Henrikkson, the creator of the enormous "land battleship", and likely all of the other okomotives, including the one you drive. He's also implied (and confirmed in the digital artbook) to be the father of your character.]]
27* SceneryGorn: Idle, half-built or slowly crumbling buildings soon become a prominent part of the landscape.
28* WaterIsBlue: The water inside the machine's boiler is portrayed as a sky-blue liquid. Same goes for the water you spray from the fire hose when needing to put out a fire somewhere. The water in the shallow pools of the outside world matches the sky and the nearby sand, being the same shade of desaturated grey.
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30!! Tropes present in FAR: Changing Tides:
31* AfterTheEnd: The world seems to have been wracked with a cataclysmic floods and earthquakes, with the city you start in completely abandoned and in ruins.
32* AndTheAdventureContinues: [[spoiler:The ending slides show Toe and Lone loading the wrecked okomotive from the first game onto the boat and departing on the sea.]]
33* ApocalypseHow: The world seems to have suffered at least a Class 2 due to various environmental cataclysms, initially looking like it may be a Class 3 [[spoiler:until you repair the radio tower and hear lively chatter, implying that there are other humans alive]].
34* BeautifulVoid: You travel through the ruins of human civilizations with nobody but the occasional animal to keep you company.
35* CityOnTheWater: [[spoiler:One of the plans to survive the natural cataclysms was to construct one such city which would presumably be able to survive the tsunamis and earthquakes that ravaged the surface. While the city itself is later found to be in a good enough condition, it seems that the obscene power requirements did it it, much like the walking city-okomotive from the first game.]]
36* CoolAirship: [[spoiler:Your boat becomes this very briefly towards the end of the game via scavenging a sunk vehicle's hot air balloon module/harness. You can even fly for a bit provided you do some intense multitasking.]]
37* CoolBoat: The entire premise of the game is you controlling one. You later get to upgrade it with submarine capabilities.
38* DespairEventHorizon: Towards the latter half of the game, [[spoiler:a massive earthquake hits and your ship gets pulled away by a powerful current, leaving you stranded and ship-less. Oh, and did we mention that you are in a middle of a frozen wasteland]]?
39* DieselPunk: Continuing from the first game, the setting adds a major naval element to it.
40* HopeSpot: In one of the outposts you find what turns out to be a [[spoiler:radio tower, which upon reactivation immediately starts receiving lively chatter from multiple persons, implying that humanity did survive in some capacity]].
41** [[spoiler:At the end of the game you are also MUTUALLY this for Lone from FAR 1 as you both are no longer alone.]]
42* LighthousePoint: Toe encounters one near the end of the game and activates the light and a huge foghorn mounted on top of it. [[spoiler:Cue the camera shift to show a signal fire lit on a nearby shore.]]
43* NoNameGiven: The boy, like the girl in FAR 1 is never named in-game, but WordOfGod states his name is Toe.
44* OurFounder: The evacuation and reconstruction efforts seem to have been spearheaded by a group of nine people/inventors. You can see their effigies and statues in numerous outposts.
45* PreviousPlayerCharacterCameo: [[spoiler:At the end of your journey you meet the girl (Lone) from the first game on the beach that turns out to be the very same one from the ending of FAR 1.]]
46* RidingIntoTheSunset: [[spoiler:After you meet up with Lone, the girl protagonist from FAR 1 you load her okomotive onto your boat and set sail for parts unknown.]]
47* SceneryGorn: Like the first game, most of the world is a devastated wasteland strewn with industrial ruins and destroyed nature.
48* SceneryPorn: For all of its bleakness, there are a few moments where the open sea reveals a more beautiful side to it, but the crowning moment must be when [[spoiler:your ship ascends to the heavens above the giant waterfall towards the end of the game, giving you a stunning view]].
49* SequelHook: [[spoiler:There are other humans out there aside from Lone and Toe who depart together with both their vessels in the end.]]
50* SharedUniverse: The sequel is set within the same world as FAR 1, at first heavily implied by the technology present but confirmed towards the end when [[spoiler:you see boxes in the lighthouse bearing Henrikkson's corporation logo]].
51* UndergroundCity: [[spoiler:One of the plans to survive the natural cataclysms was to construct one city underground. Alas, when you get to it it seems to have been penetrated by water and utterly flooded.]]
52* WhamShot: [[spoiler:The final scene has Toe arrive to his destination to find Lone (a.k.a. the girl from the first game) waiting for him, reveling how the horn heard at the end was Toe ringing the lighthouse.]]

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