The people who made Pneuma: Breath of Life are trying to convince players that their game is talking to them. Not, like, in terms of art direction, puzzle design or anything like that. It's more in the vein of an actual conversation. Part of it is worth listening to, while the other part feels like background noise you can't quite tune out.
Tagged With pneuma breath of life
I saw two inventive, perception-centric games at PAX last week that got me thinking about how much we take for granted when playing games in a first-person perspective. In one of them, you're playing as someone who think he's a god. In the other, you're getting yelled at by one. Both of them challenge you to believe in what you're doing.