![]() ![]() You have almost no end states within the child’s chapters: you just keep exploring and interacting until the game is done. The child’s moments are the ones that have the most weight in terms of the overall story, and, as a result, their chapters are also the lightest in terms of gaming. ![]() Over time, as the stories begin to overlap and eventually culminate into a singular explanation and ending, which is, at once, stunning and heartbreaking.īefore we get too deep in the weeds of the psychological impact of INMOST, let’s dissect the actual gameplay. The man’s story is one that’s told entirely by others that he encounters, be they fleeting ghosts, sinister witches, or a very strange and almost affable turkey/turtle who lives in a tree. With the child, it’s almost entirely told from their own perspective, shot through with childlike ideas of grandeur (both fantastical and horrific) and, later, accompanied by the thoughts of a stuffed animal (to whom the child gives identity and life). The knight’s tale has a fantastic voiceover to help explain the tale as it unfolds, giving light to the fact that there is Pain within his world, and The Keeper is a shadowy entity whom the knight serves and may (or may not) be a saviour to the people. All three stories are interconnected (as one might gather) and presented in very different ways. Most of the journey takes place from the vantage of the man, and each of the three characters has a very unique and different approach to gameplay. It’s a fragmented exploration told through three perspectives a fallen knight fighting darkness both outside and within a young child living in a broken home with some serious demons and a man who ventures through a shattered castle, trying to find answers and salvation. Hidden Layer Games created INMOST and partnered with Chucklefish (who previously brought Stardew Valley to the masses) to conjure up a very complex but compelling story within this world. As a result, you end up with a game that’s a little bit Braid, a little bit Lisa the First, and a bit of something else I can’t quite place, but it’s 100% its own journey and adventure. ![]() On the other hand, when a game attempts to properly intermingle actual gameplay elements instead of just presenting as a walking simulator, there are inherent risks and rewards that come along. On the one hand, there is always, always something to be said for a game that goes out of its way to try a new approach at delivering a message or a feeling, or even just striving to connect with the world. An indie game that strives to marry exploration platforming with deep, serious storytelling, INMOST has a bit going on within, and it can be a lot for a player to experience. I struggled a bit with finding the proper voice for how to convey my experience with INMOST. ![]()
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