

Some trigger automatically when you reach a certain point, and it’s up to you whether you stick around or even follow the lights to keep up with what’s being said. They play out like witnessed conversations, albeit out of time and self-contained.Ī flying ball of light occasionally leads you towards these, but most are optional. While you do get some hints from the environment, most of the narrative is conveyed through Rapture’s twist on the audio log format: short scenes in which the characters are represented by human-shaped swirls of light. Pubs feel familiar despite the prices on the chalkboards – £2 for curry and a pint, 50p for an ale – which perhaps reflect the time period more than the cars and phones and Rubik’s Cubes. Houses are gratifyingly individual, with hints of the personalities of their departed owners. When you do get into a building, however, you’re rewarded with a detailed environment to explore.

You can also open doors, though not all of them realism aside I wish the developers had been consistent with their tendency to leave unlocked ones open a crack so that I hadn’t spent so much time trying them all.

You can’t see yourself, either, and it’s not made explicit who or what you are, but as you wander through the fictional but beautiful Shropshire village of Yaughton you hear footsteps, and if you try to walk under a washing line the sheets will drape over you.
