On-the-nose visual metaphor that is almost as funny as the main character's overall design. A 'nothing ventured, nothing gained' type of game - has nothing to say about depression or trauma besides lovingly painted watercolour renditions of the images you get when you Google Image search those words. I wish this was affecting, but it just left me bored and frustrated.
2 Comments
furtive minimal opening of placid disempowerment - nonthreatening details gradually come into the world in synchronicity with acquisition of new abilities - encounter with friendly nonverbal being as game world becomes lush/opulent, a sense of playfulness - friendly creature becomes AFRAID due 2 signs of ENTITY and LEAVES - world becomes hostile due to presence of ENTITY, culminates in CHASE sequence/guided setpiece where character FALLS into the DARK ZONE before capture - DARK ZONE is explored, feels hostile and "punishing" but in a quiet low volume way - in dark zone secrets are discovered or vague "truth" accepted - ENTITY appears + CHASE sequence resumes but character WINS/ESCAPES due to previously revealed truth granting inner strength - world continues 2 be "hostile" and character collapses in exhaustion/emotional surrender - at last second THE LIGHT bursts forth from character/world and u explore a kaleidoscopic music video of heaven/enlightenment
-joseph campbell: the collective indie art gaem
-joseph campbell: the collective indie art gaem
KB0
3 years ago