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From my mind to your mind. | Mega<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">Mega</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Mega_(Chilean_television_channel)" />
</span> Bears Fan
From my mind to your mind:
The Bears have been on a roll in the offseason for the past few years. First, was pulling off the blockbuster trade in 2023 to get D.J. Moore<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Moore</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Michael_Moore" />
</span> from the Panthers, and their 2024 1st round draft pick. That 2024 pick turned into the #1 overall pick in 2024, which the Bears used to draft Caleb Williams<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Caleb Williams</span>
</span> (along with their own 9th overall pick, in which they drafted Rome Odunze). Now, in 2025, they managed to sign Ben Johnson (perhaps the most sought-after head coaching prospect in 2025). They also walked away from the free agency signing period with a revamped offensive line that should give Caleb Williams<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Caleb Williams</span>
</span> much better interior protection<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">interior protection</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Interior_protection" />
</span> in 2025.
Ben Johnson hire, by itself, was enough for many people to crown the Bears "offseason champs" for the third year running. But I was a bit hesitant. I was hoping that they would get the trifecta of also having an exceptional draft. And my definition of "exceptional draft" was to somehow manage to select Boise State running back<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">running back</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Running" />
</span> Ashton Jeanty<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Ashton Jeanty</span>
</span>. Jeanty was a controversial topic among Bears fans. Conventional wisdom says that drafting a running back early in the first round is a waste<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">waste</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Waste" />
</span> of draft capital. But I think this is wrong for 3 reasons.
I was 1 thousand percent on the Ashton Jeanty<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Ashton Jeanty</span>
</span> bandwagon.
The first is that the NFL<span itemscope itemtype="http://schema.org/Organization">
<span itemprop="name">NFL</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/National_Football_League" />
</span> is changing. It isn't the "passing league" that it was for most of the 2000's and 2010's. Passing production has tapered off for the past few years, and even elite quarterbacks like Patrick Mahomes<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Patrick Mahomes</span>
</span>, Josh Allen<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Josh Allen</span>
</span>, and Matt Stafford<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Matt Stafford</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Matthew_Stafford" />
</span> are struggling to put up 300 yards and more than 1 or 2 TDs on a week-to-week basis. In fact, in 2024, not a single QB reached the 5,000 yard<span itemscope itemtype="http://schema.org/Organization">
<span itemprop="name">yard</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Scotland_Yard" />
</span> mark (Joe Burrow<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Joe Burrow</span>
</span> was the top passer, with 4,918 yards). And that is despite the fact that there's a whole extra, 17th game on the schedules now ! The reason for this is that defensive coordinators are getting sick of getting torched for 4 or 500 yards and 4 TDs every game. They're building defensive rosters specifically to stop the pass, and are moving away from run-stuffing Cover 3 and Cover 1 schemes in favor of calling a lot of Cover 4 and Cover 2 in order to limit offenses' ability to throw down the field. This has opened up space underneath and lead to a resurgence of elite running backs, with Saquan Barkley having one of the best years of any running back ever, breaking the single-season rushing record (including playoffs) on route to leading the Eagles to a Super Bowl victory.
The second reason is that I firmly believe that teams should prioritize drafting for need, unless there are simply no good options at those needed positions, when your pick comes around. Running back was one of the Bears' top needs this season<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">season</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Season" />
</span>. Only offensive tackle was arguably a more important need.
Jeanty's 2024 season was 2nd only to Barry Sanders<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Barry Sanders</span>
</span>.
Thirdly, and perhaps most importantly, is that Jeanty was an elite prospect -- possibly a generational one. His 2024 season is 2nd only to Barry Sanders<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Barry Sanders</span>
</span> in terms of rushing yards, and he's tied for 7th overall for TDs. The only reason that Ashton Jeanty<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Ashton Jeanty</span>
</span> did not win the Heisman is that Travis Hunter<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Travis Hunter</span>
</span> was an ultra-rare 2-way player, who excelled at both offense and defense. I totally understand selecting Hunter for the Heisman, even though my vote would have been for Jeanty. Honestly, I think the committee<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">committee</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Committee" />
</span> should have award<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">award</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Award" />
</span> co-Heisman trophies to both Hunter and Jeanty, due to the unique circumstances surrounding this year's award (having a 2-way player, and a record-book bell-cow running back).
Friday, April 25 , 2025 05:00 PM
This is another one that's been sitting at the top of my wishlist for a quite a while. The Forgotten City is one of the handful of games<span itemscope itemtype="http://schema.org/Organization">
<span itemprop="name">games</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Games_(magazine)" />
</span> that was made a few years back, during the big "time loop" craze. Following Outer Wilds, there games like 12 Minutes, Death Loop<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Death Loop</span>
</span>, Returnal, and a few others -- including The Forgotten City. Sadly, I didn't get around to playing<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">playing</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Play_(activity)" />
</span> The Forgotten City at the time, and it's been sitting on my wishlist, waiting to go on sale. That sale finally happened earlier this year !
When I played Outer Wilds after its Steam<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">Steam</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Steam_(software)" />
</span> release (I refused to give money to Epic<span itemscope itemtype="http://schema.org/Corporation">
<span itemprop="name">Epic</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Epic_Games" />
</span>), it quickly catapulted into the shortlist for one of my favorite games ever! If The Forgotten City was going to be anything close to Outer Wilds, then I knew it was going to be something that I would like.
But really, the similarities kind of begin and end with the time loop gimmick. Outer Wilds is a knowledge-based, open world, sci-fi puzzle<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">puzzle</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Puzzle" />
</span> game in which the player uses their understanding of the in-game laws of physics<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">physics</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Physics" />
</span> and the schedule of the solar system<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">solar system</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Solar_System" />
</span>, to solve a giant game-long puzzle. Forgotten City is more of a traditional inventory-based narrative<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">narrative</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Narrative" />
</span> adventure, which mostly consists of exploration and dialogue.
Put simply, the player travels<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">travels</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Travel" />
</span> back in time to an ancient Roman city<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">Roman city</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Roman_Empire" />
</span> that is stuck in a time loop. The citizens<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">citizens</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Citizenship" />
</span> of the city<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">city</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/City" />
</span> are bound by a "Golden Rule", imposed by a vindictive god, that says that if anybody in the city commits a crime<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">crime</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Crime" />
</span>, everyone in the city will die. So far, nobody has tried to break the rule<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">rule</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Law" />
</span>, to find out if it's true. The player must learn everything you can about the city and its inhabitants, in order to try to figure out which god is responsible for this situation, and hopefully find a way to get yourself out -- and maybe save the city's citizens while you're at it.
The Forgotten City was one of several games (along with Outer Wilds) in a short-lived time-loop fad.
Forgotten City does not require the player to memorize the exact schedule in which all the events in the city happen. In fact, certain events kindly wait for the player to arrive before they trigger, meaning that you can do things in pretty much whatever order you want. The game also includes a quest log and objective markers, telling you exactly where to go, and giving you a good idea of what to do when you get there.
The puzzles basically come in 2 flavors: dialogue-based logic puzzles, and inventory<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">inventory</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Inventory" />
</span> puzzles. inventory puzzles are pretty basic, and usually require the player to simply have the item or use it in the appropriate location<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">location</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Location_(geography)" />
</span>. The dialogue puzzles usually require the player to learn something about a character<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">character</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Character_(arts)" />
</span> or the game world by interrogating NPCs, or to occasionally convince (or trick) an NPC into doing or saying something that you want (by using knowledge that you've acquired from past time loops to manipulate them).
There are multiple time-saving features, including a system of zip-lines between key locations.
Thursday, April 17 , 2025 08:15 PM
The Sinking City is a game that I started playing a year or 2 ago, after picking it up on sale on PSN<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">PSN</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/PlayStation_Network" />
</span>. I fell off of it last year though. It wasn't that I wasn't liking the game; I was liking it quite a bit. It's just that other games came along that demanded my attention. games like Alan Wake<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">Alan Wake</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Alan_Wake" />
</span> 2, College<span itemscope itemtype="http://schema.org/Organization">
<span itemprop="name">College</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/College" />
</span> Football 25, and Silent Hill 2 remake kept pulling me away from finishing Sinking City. But I left The Sinking City installed on my console, fully intending to come back to it.
But there is a sequel due out sometime this year, and it's being marketed as a full-fledged survival horror game. That puts it firmly in my radar as a potential "must-play". In anticipation<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">anticipation</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Anticipation" />
</span> of the sequel's release, I wanted to go back to The Sinking City to finish it and review it.
While the sequel to The Sinking City is going to be more strictly a horror game, the original is actually a very different game. While it has Lovecraftian Eldritch monsters, and a madness-inducing plot<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">plot</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Plot_(narrative)" />
</span>, it stays more in the territory of a detective noir mystery. Think more along the lines of L.A. Noir than Resident Evil<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">Resident Evil</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Resident_Evil" />
</span>. And that makes sense, considering that most of the developer, Frogwares<span itemscope itemtype="http://schema.org/Corporation">
<span itemprop="name">Frogwares</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Frogwares" />
</span>', catalog is Sherlock Holmes<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">Sherlock Holmes</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Sherlock_Holmes" />
</span> games.
Sinking City is a detective noir; not a proper horror game.
I admit, I was expecting more of a horror game. So I was surprised to find that Sinking City is 100% a full-blown detective noir mystery, with only light horror elements. Well, the horror may be light, but the Lovecraft-ness is dialed up to 11, and that includes the racism that was so present in Lovecraft's work. But thankfully, Frogwares is fully aware of this racism, and so the game is self-aware and hyper critical of its racism as well.
There's a splash screen<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">splash screen</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Yahoo!_Screen" />
</span> at the beginning of the game that talks about Lovecraft's books being very racist, and that the developers made a conscious decision to include many of those racist elements for the sake of "authenticity". This means that characters who are coded as "black" or as other ethnic minorities are depicted as ape or fish<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">fish</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Fish" />
</span> men, and that misogyny is common place. It makes for an interesting approach to a genre period piece, since this is how many white Americans and Europeans really did see Africans and indigenous peoples: as little more than animals. However, The Sinking City doesn't make this a simple matter of perception. These characters really are ape and fish people. It's a literal depiction of how racist white Americans saw the world. But the game goes out of its way to make sure that these characters are not depicted as being inherently inferior to "normal" (e.g. "white") human characters.
Racism is a major component of the game, and sometimes, we get to shotgun Klansmen in the face !
What the splash screen doesn't mention is the way that this would be turned against the player. Right off the bat, the player is made to feel uncomfortable and unwelcome in ways that closely resemble racist bigotry. While there are plenty of characters who welcome the player character and are perfectly friendly towards him, there are also plenty of people who are outright hostile to him. The word<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">word</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Word" />
</span> "newcomer" is this game's N-word. Even when dealing with characters who are outwardly friendly and tolerant of the player, there is often an undercurrent of tension in their interactions, as if the other characters just want the interaction to be over with, so that they don't have to be seen in public conversing with a "newcomer" any more than they have to.
Frogwares doesn't go so far as to include other more overtly racist allegories in the game. Like, you aren't going to be stopped and harassed by police<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">police</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/police" />
</span> when the sun<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">sun</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Sun" />
</span> goes down, nor are you ever asked to show your papers<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">papers</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Paper" />
</span>, or to enter and exit public establishments through the back door. The NPCs' distrust of you as a "newcomer" never obstructs or interferes with your ability to play the game and complete your objectives, which does make the whole thing fall kind of flat<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">flat</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Apartment" />
</span>. Yet that sense that you aren't welcome is always there, lingering.
We don't take kindly to Newcomers around here.
Sunday, April 13 , 2025 02:30 PM
Manor Lords had a big update recently (with more coming soon), which has encouraged a lot more people to start playing it again. I even started a Let's Play, with commentary on my secondary<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">secondary</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Secondary_education" />
</span> YouTube<span itemscope itemtype="http://schema.org/Organization">
<span itemprop="name">YouTube</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/YouTube" />
</span> channel, "
I've been playing the game off and on since it's initial launch into Early Access, and so I thought I might also take this opportunity to share some tips and advice<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">advice</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Advice_(opinion)" />
</span> that I have for any players who are new to the game, or who might be struggling.
I started a Let's Play with commentary about strategy<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">strategy</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Strategic_management" />
</span> and my overall thoughts about the game.
The first "tip" is actually more of a disclaimer<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">disclaimer</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Disclaimer" />
</span>. If you play Manor Lords, please remember that it is an Early Access game. Though it is playable (and quite good), it is not fully-featured. It contains bugs, isn't finely-tuned or balanced yet, and has entire features and modes that don't actually work yet. For example, take a look at the Policies menu, and you'll notice that there are only a couple working policies, and the rest are place-holders that cannot be activated.
More importantly for the purposes of this guide, the game will change considerably over the coming months (or years), and leading up to its eventual retail<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">retail</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Retail" />
</span> release. These tips apply specifically to the Early Access build (in early 2025), and may not be relevant in the final release version of the game. I may write an additional tips guide for the full retail release, if I think the game has changed enough to warrant additional tips.
Saturday, April 12 , 2025 02:45 PM
This isn't the first time that I have said that a game is difficult to review. Mouthwashing is a very difficult game to review. Usually, however, when I say that I'm having difficulty reviewing a game, it's because I have very mixed and conflicting feelings about that game. Or because it's borderline impossible to review the game without discussing extensive spoilers. Well, that last one actually is true in this case, but there's a more important reason why this game is difficult to review: Mouthwashing is a very difficult game to play. Not "difficult", as in "challenging", the way that Dark Souls<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">Dark Souls</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Dark_Souls" />
</span> is "difficult". Not "difficult", as in "broken", the way that a lot of awful low-budget indie games might be. Instead, Mouthwashing is thematically and emotionally difficult to play because it depicts a lot of very disturbing and grotesque subject matters that are just hard to sit through.
The low-fi, PS1-inspired graphics do not, in any way, take away from the visceral<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">visceral</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Organ_(anatomy)" />
</span> visual design of the game. In fact, the low-fi visuals, combined with a film grain<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">film grain</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Film" />
</span> filter, give the game a gritty, grimy feeling that might have been harder to accomplish with higher-fidelity graphics that might fall into the uncanny valley. For example, it might seem that the lack of facial<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">facial</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Facial" />
</span> animation is a flaw in the game that makes it difficult for some players to understand the emotional<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">emotional</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Emotion" />
</span> context of what the characters are saying, and to read the actual plot of the game with a cold<span itemscope itemtype="http://schema.org/MedicalCondition">
<span itemprop="name">cold</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Common_cold" />
</span> detachment that will make the story harder to understand. And while that is true, there is also a very valid thematic reason for why the characters don't have facial animations, and for why their emotions aren't immediately obvious.
The crippled, disfigured husk<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">husk</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Husk" />
</span> of Captain Curly<span itemscope itemtype="http://schema.org/Person">
<span itemprop="name">Curly</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Curly" />
</span> is disgusting to look at, and even more disgusting to listen to. The pain<span itemscope itemtype="http://schema.org/MedicalCondition">
<span itemprop="name">pain</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Pain" />
</span> and humiliation<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">humiliation</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Humiliation" />
</span> Captain Curly is subjected to are absolutely horrific to behold and contemplate. And that's just the start of the awful things this game subjects the player to !
This a grotesque game that can be difficult to play.
But this isn't a game about body horror; it's a game about abuse, and the failure<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">failure</span>
<link itemprop="sameAs" href="https://en.wikipedia.org/wiki/Failure" />
</span> or unwillingness to take responsibility for one's actions.
But this story is delivered in a disjoint, non-linear, and sometimes abstract manner that can make it difficult to follow on a first playthrough. It might take a second playthrough to really understand what is going on, and what had happened prior to the events of the game. Thankfully, the 2-ish hour runtime means that a repeat playthrough isn't much of a burden at all. It's nowhere near as annoying and burdensome as something like having to replay Silent Hill 2 remake to try to get different endings, or to collect all the collectibles.
And this is where it starts to get difficult to talk about this game without spoilers. Honestly, if low-fi, psychological horror<span itemscope itemtype="http://schema.org/Thing">
<span itemprop="name">psychological horror</span>
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</span> walking sims about abuse aren't your jam, then you won't play this, and probably won't care about spoilers. Otherwise, if you're into this kind of thing, then you probably know who you are. If you haven't already played the game, and you might be interested, then you should stop reading and play it. It gets my fullest recommendation !
It is impossible to talk about this game's merits without major spoilers...
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