![]() The varied environments that serve as the backdrop of your adventure also keep you uneasy your relative sense of scale is ever-changing, and the frequent, shifting Dutch angles that frame your viewpoint distort your perception of the world. Such sights are commonplace, each effectively reminding you in various disturbing ways of the world's cold, morbid state. ![]() ![]() There are many stories to decipher and interpret from the derelict, poorly lit rooms and corridors of the Maw-in fact, it's only a few minutes in that you find the hung corpse of a large man swaying back and forth from the noose that took him. The answers you do discover can be found in the unsettling macabre imagery you encounter. This lasting ambiguity drives an enticing narrative that keeps you engaged even if the answers it provides aren't entirely clear. How did Six get trapped in the Maw? What is the Maw's purpose? And who is Six, exactly? These questions persist until the game's thought-provoking conclusion, and they're likely to remain with you after the fact. That vagueness continues throughout the game's short runtime, inspiring you to keep pushing forward in search of answers, as you observe vague narrative details in the places you visit. ![]()
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