A deluge of Petit Morts, a less crowded Grand Guignol. I’ll pick and choose according to my whim of the day.
First:
Nowheresville
Hell is utter brand-new squeaky-clean boredom. Explore and escape.
Nowheresville offers an interesting image of the afterlife. The town looks as if it has just been taken out of its airtight plastic wrapping and given a quick wax-and-polish just for you.
The newness and cleanness of the surroundings create an alienating atmosphere. The game world is very sparsely implemented, entire side-rooms are dismissed as scenery, NPCs are unhelpful plastic dummies.
During the exploration phase, the unresponsiveness of the world actually helps in setting the disturbing and unsettling tone. It seems as if the PC is wandering amongst the fake façades of an unused film set while something is barely suspected to be brewing underneath. The NPCs mutter their repetitive responses, and the fact that they’re often just-off adds to the eerieness.
Unfortunately, the suspenseful façade-world loses its effectiveness once the puzzling starts in earnest. Nothing is happening outside of the PC’s actions, there is no sense of urgency or rising tension. The creepy “unused world” dissolves into “boring background” while you solve a sequence of mildly challenging puzzles.
The first NPC I met mentioned that my PC had attempted to escape before but was retrieved by “him”(?). Nowheresville would certainly benefit from a threatening presence behind the scenes to add a certain amount of tension.
I really liked the open ending. Since there was no arc of tension leading up to it however, it felt abrupt and it didn’t have the impact it could have had.
A pleasant diversion with the potential for more.