![]() Much like in life, the developers tell us during a hands-off preview that “there’s no right way to get to your goal”, either. Though the game takes on a fairly open structure – head up, plant beacons, return to camp – strange places tend to attract strange people, and the waifs and strays of Camena will start contacting you on your walkie-talkie. Your task, as Riley, is to plant beacons at high points in the town to monitor the anomalies. These themes of reflection and introspection are mirrored cleverly by the spacetime rifts that are starting to plague Camena – whatever those kids did five years ago has plucked a hole in reality, and unnaturally occurring electromagnetic waves have been interfering with the electrical and radio equipment throughout the small coastal town. Set at the start of a reluctant homecoming (as protagonist Riley Poverly returns to her childhood home to become a low-level environmental researcher), the game’s cast is older and focuses on people grappling with the decisions they made in their adolescence – people starting to question the fundamentals of who they are, and asking whether they need to rewrite their entire personalities. The original game won over legions of fans with its introspective journey and study of grief, guilt, and – well – ghosts, and the highly-anticipated follow-up is being painstakingly assembled with every crumb of experience the team has picked up from the experience of shipping a game that became such an internet phenomenon.
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