From 5f90e496b8fe03bcb48dba23a0d06d17fa33f787 Mon Sep 17 00:00:00 2001 From: Madison Scott-Clary Date: Tue, 6 Sep 2022 10:11:32 -0700 Subject: [PATCH] update from sparkleup --- diary/2022-07-25.md | 8 -------- 1 file changed, 8 deletions(-) diff --git a/diary/2022-07-25.md b/diary/2022-07-25.md index febfd682..53d2d30f 100644 --- a/diary/2022-07-25.md +++ b/diary/2022-07-25.md @@ -1,13 +1,5 @@ # Annotation: Rapture -1. - * 21:27 - * 22:45 - * 27:38 - * 29:34 - * 40:15 - * 47:00 - *Everybody's Gone to the Rapture* is a 2015 first person video game by The Chinese room, who also developed the game *Dear Esther*. Both of these games follow the pattern of solving a mystery by navigating a map and piecing together a story from events. There are no puzzles to solve, no enemies to fight. You don't even really interact with the environment except in the most superficial of ways --- turning on radios, picking up phones, etc. For this reason, this genre of game has been dubbed 'walking simulators'. While this is usually intended to be derogatory, there are a great many aficionados of this particular form of interactive fiction. What makes them work is not just by adding dimensions to the story in the form of media --- audio, visual, music, etc --- and the nonlinear nature imposed by having an open world to walk around in, meaning that you run into story beats when you reach a certain places on the map or, as mentioned, interact with certain objects. *Rapture* in particular works by having an open map of a small British town. Befitting the name, everyone has, indeed, gone to the rapture, though it doesn't appear to be a sudden or painless process. There are bloody Kleenexes[^kleenices] scattered around, cars run up on sidewalks, a broken banister to a staircase. As you wander around the town, you slowly piece together the story of what happened by interacting with major, minor, and ancillary story events. You're guided throughout by a floating orb of light that will gently guide you towards these events. Major story events take the form of flashbacks that bring you a lot of information all at once, minor story events happen as you walk past a location, and ancillary events can be heard through radios and ringing phones.