![]() ![]() Every so often, you'll stumble upon a room or area filled with glowing specks of golden light. Rapture's main mechanics involves tuning points of light like you would a radio. And there is no way to check your progress, leaving the pace and thoroughness of the exploring up to you. There is no menu screen, no directional compass, and no inventory. You can operate radios and lights, open and close doors, and walk very, very slowly. There are very few things you can do in this game. The game doesn't want to tell you anything it wants to show you. ![]() If there's one thread of continuity in Everybody's Gone to the Rapture, it's that no one left the world behind without baggage, heartbreak, and something lost.Įverybody's Gone to the Rapture is ultimately a story about people, and the organic way in which their stories unravel-not with exposition but the presentation of real memories, out of order and completely dependent on how you find them-gives you the room to piece things together yourself. And sometimes these things stumbled upon me instead, leaving me breathless and sad. Sometimes I stumbled upon a hidden something, something easy to miss if I hadn't noticed the odd distortions in the air around it, and learned to check out a hollow deep in the woods or a cabin on the far side of the lake. ![]() Many times my own search turned up empty, leaving me standing in an empty house and listening to the sound of wind through empty hallways. The fun in Rapture is poking into every corner of Shropshire, hoping to find a scrap of something that tells you what happened. It's difficult to describe the game's story, because to detail how you obtain information is a heavy spoiler. It's that dread that drives you forward rather than terror, as there's nothing more to be afraid of. Everybody's Gone to the Rapture plays like a horror movie stripped of its gore and fear, leaving you with only a simmering feeling of dread. There are no bodies left, and maybe it's that hope of finding a human being-or at least some sort of human remains-that makes the desire to move forward so irresistible. There is no scripted quest or set path to follow, and you are left to wander at will to cobble clues together.Īs you walk through the town, you'll find doors left ajar, cars parked askew on roadsides with doors and windows open, and streets strewn with dead birds and wads of bloody tissues. You are left to figure out why, driven only by your own morbid curiosity. The player character, or force, or whatever you are-there is no indication at any point as to whom or what the entity you are controlling is, you never see feet or hands-is alone. The events of Everybody's Gone to the Rapture take place in a small town in Shropshire, England. Everybody's Gone to the Rapture left me cold and numb but with a sliver of wonder the way the game weaves hope and hopelessness together is its greatest strength, and makes it one of the best narrative-driven games I have ever played. A heart-wrenching story and meaningful mechanics guide you through the experience, and the way you're tasked with not only consuming the mystery but also puzzling it all together is a recipe for heartache. In developer The Chinese's Room's newest game, you move silently through the world, switching radios on and off, opening doors, and passing through ghostly environments like a ghost yourself. At least with death comes the idea that maybe, depending on what you believe, there is something bigger than you waiting on the other side. Everybody's Gone to the Rapture made me wonder which feeling is worse, which one is the bigger gut-punch of total, utter loss. But losing a friendship or breaking off a relationship means they will continue to exist without you. With people, it's harder.ĭeath removes people from the circles of the world. ![]() Leaving your iPhone on the train is terrible, money falling out of your pocket sucks, and unless other humans are as benevolent and selfless as we hope them to be, we'll never recover these things. Misplacing an object is inconvenient, troubling at best if the thing was of some sentimental value or important use to you. ![]()
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