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Completed

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Time Played

--

Days in Journal

1 day

Last played

October 19, 2022

Platforms Played

DISPLAY


An excellent dose of trauma exposure, that can be connected to from a massive number of perspectives thanks to the player role and perspectives. If you've struggled with derealization or similar disconnecting mental health shifts, you may find a like striving within the game's protagonist. If you've ever had to watch a loved one struggle, or felt yourself running out of patience after doing everything you can...if you've ever been in the role of the last support beam in the collapsing structure of a person you know, then you'll find a pain and familiarity in the player role, held captive both by an impossible situation and, hopefully, your own empathy, as things start to unravel.

It's messy, it's hurtful, it's a deconstructed experience that's meant to alienate, cause harm, heal, and encourage moving on. It's, ultimately, a small snippet of a life under duress, and everyone is going to take away from it something uniquely linked to their own experiences with instability.

The game is a standard visual novel experience mechanics-wise, lasting under an hour for most if not all players, and doesn't exactly innovate or surprise. But it doesn't need to in order to resonate with the reader, and provide the expressions intended with flailing and assertive force.

Having been on both sides of this sort of mental/emotional collapse in the past, this hit home with me in enough ways to warrant playing twice and even to encourage me to fail the protagonist on purpose to see how the situation resolved.

I gave it four stars if only to contextualize that it is a game, a visual novel with limited constraints. But to a game like this, a rating means nothing. It's truly subjective as an experience in suffering, shared trauma, martyrdom, and empathy, linked together by a specific processing method that will resonate with some while repulsing others. Such is healing.