chicken_ramen
Member
With exploring these realistic environments and environmental storytelling the game actually reminds me of...SWAT 4. No kidding.
I feel the game is better for not stooping to such obvious tropes and staying grounded, even if there clearly is some misdirection in that direction at first.
And because of that
you don't know there's nothing to be worried about until the very end. When I saw the newspaper clipping for the 'Pray away the Gay' style camp I swore at the screen. When I thought something had happened under the stairs I rushed there (in as much as you can rush anywhere) and when I saw my sister's little sleeping bag in the attic, I felt both proud and relieved. It goes everywhere on it's journey and you get to feel all those punches. It's a game about the journey, not the destination and to be honest I'm glad it ended the way it did.
My favourite details:
The two sex ed essays. It's the type of storytelling through contrast that the game does really well.
Also:
The creaking when you read that story in the music room. You don't know at this point whether there is something spooky going on or not. I turned on the record player so I could drown it out.
And possibly:
The grandad's review of his son's book. Such an awkward dad thing to do.
The game has a dedication it's protagonists that few other games even attempt. The only thing I wish for is a set of Mum+Dad audio diaries as an alternate playthrough type thing. I highly recommend this.