The idea of Anemoiapolis, the eternally expanding beige-carpet nightmare of 80s hotels, is a good one, and the game executes a decent rendition of what such an environment would look like in an explorable 3D space. However, the game misses just about every other mark it aims for. It is too open, too empty, and too insistent on how the player is supposed to feel about the space. Anemoiapolis leaves behind an experience that less than engaging, let alone scary.

There is no meaningful tension build or sense of unease in Anemoiapolis. This isn't really a problem itself, but this lack of tension clashes with character dialogue that suggests an unease and desperation that just isn't there. The emotions engendered by the environment aren't allowed to speak for themselves.

The areas of Anemoipolis are not emotionally interesting either. The best are confusing and unnerving investigations of intentionally difficult spaces, and the rest are just carpet mazes. The game needs to fall about on Backrooms-tier paranormal nonsense to get a genuine rise out of players, which is another strike in the "won't let the environment speak for itself" book.

Anemoiapolis is also really slow to navigate, due to how big the environment is and how slow the player moves. Seeing how Anemoiapolis is an empty set of rooms with little to look at or interact with, walking around gets really boring really fast.

Reviewed on May 13, 2023


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