The way this game turns the act of looking at its world into a mechanical interaction, and then turns the act of bearing witness into its central narrative theme is just really great. Also a masterclass on level design, the way it tells a story almost entirely through its levels is incredible. Definitely wasn't my first experience with either of these, but it executes it all in such a special way that it made me think deeper.
A lot of talk about "good narrative design" in games, specifically stuff that "only games can do", is focused on player agency, on the ways in which the player can inflict their will upon the world, but I think there's more to it. I think one of the things games excel at is making you feel like a part of a world that is in fact bigger than you, and part of that might have to do with limiting player agency, creating a world that doesn't bend to the player's will.

Reviewed on Jul 01, 2021


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