Out of Scope by Drew Castalia
Playtime: 30 minutes (did not finish)
Gamemechanical notes: It’s a game with a unique interface (written in unity?). I had some issues, see [ Δ ] for more.
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Some of the writing is really good. (E.g., “when two people are silent together, it’s like a song”)
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In particular, the writing is effective in that horror-adjacent way of sharing seemingly simple, but deeply unsettling information that makes you want to know more about what happened in the past. This was definitely working to engage me and make me curious.
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The concept—the player character returning to their old home, gutted in a mysterious fire, to reconnect with their sister, with whom they share a conflicted backstory—it’s compelling stuff. I wanted to find out more.
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- Gameplay / implementation issues kept me from finishing the game, which is unfortunate because I was curious where it was going. Others have mentioned several issues already, so I’ll just say that for me, the biggest issues were (1) when a text bubble appeared, it seemed that it would take several seconds to be clickable, and (2) the inability to tell whether a certain bubble was ever going to become clickable (I initially thought that was what black borders and gray borders indicated, but I think I saw black borders that never became clickable for me). I have a hard time with timed text in general, and that combined with not knowing if it was even possible to interact with the thing I was clicking made this game feel like trying to read a novel with a 5-second ad spot between sentences. I tried it online and wondered if that was causing some of my problems, but I had the same issues with the downloaded version. The concept for the UI is ambitious and unique. I take it it’s supposed to feel sort of unsettling—you don’t know where you’re looking, you can’t see everything at once, looking one direction causes you to not see anything else. I commend the boldness of the approach and some of that was definitely working.