- Release Year: 2016
- Platforms: Android, Browser, iPad, iPhone, Linux, Macintosh, Windows
- Publisher: Hosted Games LLC
- Developer: Hosted Games LLC
- Genre: Adventure
- Perspective: Text-based / Spreadsheet
- Game Mode: Single-player
- Gameplay: Interactive fiction, Text adventure
- Average Score: 20/100

Description
Best of Us is a text-based adventure game that immerses players in a post-apocalyptic world, focusing on the intricate relationship between two characters navigating through a morally complex landscape. The game utilizes ChoiceScript, allowing players to make decisions that shape the narrative, much like the groundbreaking storytelling of The Last of Us. It was released in 2016 and is available on multiple platforms, including Browser, Android, Linux, Windows, Macintosh, iPhone, and iPad.
Where to Buy Best of Us
PC
Best of Us Cracks & Fixes
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Best of Us Reviews & Reception
steambase.io (20/100): Best of Us has earned a Player Score of 20 / 100, calculated from 15 total reviews giving it a rating of Mostly Negative.
Best of Us: Review
Introduction
In the vast landscape of video games, Best of Us (2016) occupies a quiet corner as a niche interactive fiction title. Developed by Teo Kuusela and Dan Fabulich under Hosted Games LLC, this text-based adventure leverages the ChoiceScript engine to deliver a narrative-driven experience. While overshadowed by titles like The Last of Us—a game frequently referenced in the provided source material due to a possible naming confusion—Best of Us represents the understated charm of indie storytelling. This review unpacks its ambitions, limitations, and place in gaming history.
Development History & Context
Best of Us emerged in 2016 during a renaissance of text-based games, fueled by platforms like ChoiceScript that democratized game development. Hosted Games LLC, known for hosting user-generated interactive fiction, published the game across browsers, mobile devices, and PC. Creators Teo Kuusela (writer/artist) and Dan Fabulich (ChoiceScript co-developer) prioritized accessibility, releasing the game on seven platforms simultaneously, including iOS, Android, and Linux.
At the time, the gaming landscape was dominated by AAA titles with cinematic aspirations, such as The Last of Us (2013). Best of Us, by contrast, embraced minimalism, relying on prose and player choice rather than visuals or combat. Its development was likely constrained by the limitations of ChoiceScript, which focuses on branching narratives and stat management over complex mechanics.
Narrative & Thematic Deep Dive
With no official description available, Best of Us’ narrative remains enigmatic. However, as a Hosted Games title, it likely follows the studio’s signature style: player-driven stories where choices shape relationships, morality, and outcomes.
Themes common to ChoiceScript games—trust, survival, and identity—probably underpin Best of Us. Players might navigate interpersonal conflicts or moral dilemmas, with dialogue choices influencing the plot. Unlike The Last of Us, which examines father-daughter bonds in a zombie apocalypse, Best of Us likely explores quieter, more introspective territory, given its text-based medium.
Gameplay Mechanics & Systems
As a ChoiceScript game, Best of Us relies on a point-and-select interface, emphasizing decision-making over action. Players encounter branching paths where choices alter story outcomes, character relationships, or hidden stats (e.g., charisma, intelligence).
Key mechanics might include:
– Branching Dialogue: Players pick responses that affect NPC attitudes.
– Stat Checks: Hidden values determine success in certain scenarios.
– Multiple Endings: Moral or strategic choices lead to divergent conclusions.
While functional, the lack of visual or auditory feedback limits immersion. The UI is minimalist, typical of ChoiceScript games, with plain text menus and occasional ASCII art.
World-Building, Art & Sound
Best of Us’ world-building hinges entirely on descriptive text. Without visuals or sound design, the player’s imagination compensates, constructing settings from sparse prose. Kuusela’s writing likely paints environments through metaphor and detail, though the absence of artwork or music leaves the atmosphere reliant on literary skill.
Compared to The Last of Us’ haunting environmental storytelling and Gustavo Santaolalla’s evocative score, Best of Us feels austere. Yet this minimalism can be a strength, inviting players to co-author the game’s tone.
Reception & Legacy
Best of Us left almost no critical footprint. MobyGames lists no reviews, and the game’s obscurity suggests limited commercial impact. However, its existence speaks to the enduring appeal of text-based adventures and ChoiceScript’s role in empowering indie developers.
While The Last of Us revolutionized cinematic storytelling in games, Best of Us represents a parallel thread: the democratization of narrative design. It exemplifies how small teams can craft intimate stories without AAA budgets, even if they rarely achieve mainstream recognition.
Conclusion
Best of Us is a footnote in gaming history—a modest experiment in interactive fiction overshadowed by its titanic namesake. Yet, it embodies a vital truth: games need not rely on cutting-edge graphics or Hollywood production to tell compelling stories. For players seeking introspection over spectacle, Best of Us offers a canvas for the imagination, proving that even in an age of blockbusters, there’s room for quiet tales told through words alone.
Final Verdict: A curiosity for interactive fiction enthusiasts, Best of Us is a testament to the accessibility of game creation tools but lacks the polish or innovation to stand among the greats. Its legacy lies not in its acclaim but in its existence—an echo of storytelling’s simplest form.