![]() At first the free exploration and chains of memories fit together snugly, giving a warm and absorbing glimpse in to Wilson's simple past, but players are soon introduced to a Quick Time Event (QTE) system that not only feels out of place, but also signifies an abstract turn in the narrative that places objects or blockades in strange locations to squeeze out a bit more play-time from the game. The rather condensed environments of Bastion Falls provides a backdrop for the player in which memories are unlocked one at a time by first visiting an area, being given a hint as to the item you require and then searching for it. ![]() You play the role of Wilson, trapped in the 'dreamscape' - a place between life and death - where memories can be explored and relived to gain some clarity before you pass on. For those asking why I've delved in to gaming philosophy, I present dream:scape by Speedbump - a short, but gripping little narrative that takes players on a beautiful, if slightly flawed journey through the last fleeting memories of an old man. This is in part due to the way individuals approach gaming in general, be it through a narrative filter or one of the gameplay itself (for more on this search for Narratology vs Ludology). The adventure genre in its most pure form has had its highs and lows, however an individual game's success isn't always based on the strength of its narrative. ![]()
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