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Letters from the Front



Everybody’s Gone to the Rapture is somewhat of a unique game, I just finished it today in under 5 hours and I believe it transported me to another time and to another world that is realized and very creepy and delivers a good mystery that keeps you wondering and then in finishes in a payoff that’s surprising and powerful. It’s a great way to experience a story, a feeling that I haven’t really gotten since Gone Home in 2013.

From the very start of the game, it uses slow storytelling to get across the point and to get across the point and story of a small English town somewhere in England where the residents have mysteriously disappeared and what I love about it is that it takes an inspiration from classic radio plays of the 1930s and 1940s and slaps a classic tale of science-fiction literature, something that you might have seen in the 1950s on it and what comes out is something very powerful.

The game is set in a small English town in 1984, in the age of Cold War politics and in the age of the pre-digital and internet age when people were still afraid of the Cold War and the game sort of plays with that and that’s what I really like about it. This interactive game is similar to what was seen in literature after World War II and was written by British authors, all of the novels and this game is similar in tone and likability, I love when games take inspirations from books and literature and implant it in a way that is clever and interesting.




There are others that the story can be told as well, artificial people or ghosts of conversations told by people who were once alive, these are played like a conversation that can be found in places around the map, glowing balls of light which needs to be tuned into. Surely but slowly, you begin to process the story and the events of what happened and also connect to the people, you learn of the relationships they had with different people and the story begins to make sense to you and trigger a response from you as you play further into the game and the conversations fall into the story which connects to the overall narrative.

Why is this game like a radio play? The voice acting is like a radio play, something you might have seen growing up in the middle of the 20th century. The voice acting is top notch and incredibly well done, most of the game is done by listening and not watching a cutscene. You have to focus on who’s talking so you can piece together the story, and you need to piece it together in your head without the need to watch anything, just listen. Everybody’s gone to the Rapture requires some imagination and that’s what makes this game so powerful.



The whole game is melancholy and when you hit the revelation, it triggers melancholy in you and then it gives you a sense and feeling of satisfaction that you might not get in every game and that’s a task that not many games can offer in terms of story.

The whole game is all about exploration and listening so if you’re not one for patience and exploration, then this game may not be for you in the long run but for those that are, except something very powerful and resonance.






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