<Imp>A Slower Speed of Light; 2; Niy.µµµBack to Bed; 2; Niy.µµµBientot l'ete; 5; It's difficult to describe this one in conventional gaming language, because it's not about mechanics at all. It takes up the themes such as love, empathy and loneliness, among many others, in a very intimate manner. Obviously it's not for everyone, but at least give it a try, it's not that expensive.µµµCesure; 3; Niy.µµµDepression Quest; 3; Niy.µµµGorogoa; 5; Gorogoa is a pean sung to praise imagination. With its interwoven puzzle structure and surreal setting it pulls you straight in into this world where nothing is as it seems.µµµKentucky Route Zero; 5; Kentucky Route Zero;5;The game is a riddle itself, athough there's no single puzzle in there, full of wonder and mystery ready to be explored. The thick atmosphere just pours down from the screen, leaving you craving for the next episode.µµµKing of the Wood; 2; Niy.µµµKyoto; 4; Niy.µµµMirrorMoon; 3; Niy.µµµMolto Vivace; 3; Niy.µµµPapers, please!; 5; Niy.µµµProteus; 4; Niy.µµµSlave of God; 5; Here lies one of the powers of videogames, no other media can capture this particular moment when your senses are being torn to shreds so well. It's a great accomplishment to create something so draining and painfull to experience, and at the same time so absorbing in its spot on wackiness. Don't know if he is a genius or a madman, but Stephen Lavelle has certainly done it.µµµStarseed Pilgrim; 4; Niy.µµµThe Sea Will Claim Everything; 3; Niy.µµµThirty Flights of Loving; 4; The only thing I don't like in videogames is a lack of direction, the elegancy of movement seen in movies. They tend to give you full control over everything, it's desirable in some specific cases, but for most of the time, especially in story driven games, it's just a pointless filler, put there to artificially extend playtime. That's why I think TFoL is so important, because it tries to overcome those problems, with some simple movie inspired techniques.µµµZineth; 3; Niy.µµµAtum; 3; Niy.µµµCart Life; 3; Niy.µµµCook, Serve, Delicious!; 3; Niy.µµµMarvin's Mittens; 3; Niy.µµµReprisal; 3; Niy.µµµThe Plan; 4; Niy.µµµTriad; 2; Niy.µµµWaking Mars; 4; Niy.µµµ18 Cadence; 5; It encourages to think and analyze, in a very accessible way. The ''game'' tells a fictional, century long, story of a house at 18 Cadence Street, from the moment it was build in 1900, up to its burning one hundred years later, which ends its life, and everything connected with this place during this period. It's about people and their interwoven fates, about a births of a new life, first loves, lost hopes, about death. How vital role in this context play physical objects of everyday use in portraying undergoing changes: massive wardrobes resistant to the flow of time, the photos leaving with the people to whom they meant anything or even flower bouquets, fleeting to the admirers, in the same way, they will in relation to a history. Things gathered in abudance anticipating the inevitable death of its owners, memories kept in a form of a collection, with each year filling the void after what's been lost, but the time is unrelenting, hundred years whispers measly, that the time will come for them too. Everything is served in a subtle way, like the period of The Great Depression, which we experience through a slowly, year to year, shrinking property. Mixing of those elements;relationships formed between The House at 18 Cadence Street and its Residents - it's a pure poetry.µµµ2x0ng; 3; Niy.µµµAntichamber; 4; Niy.µµµDear Esther; 4; Niy.µµµGretel and Hansel; 3; Niy.µµµKairo; 4; Kairo is a place where nothing is left to chance or at least in unintentional way. Every little piece is constructed to deliver a clues to decipher the logic that lies behind the creation of this world and, with one small exception, it never uses text in any form to do so. That's the beauty of it, it tells a rich story not by randomly scattering audiologs in the most absurd way possible like Bioshock for example, but with its architecture, sounds, details peeking out the cracked walls, etc., and of course puzzles. The puzzles serve different purposes, but they're always integral part of the world. From the very beginning, in front of our eyes, they start to put the mechanisms into the motion, transforming the space around to help us reach the conclusion. What's more, they're not there to punish;they're just to test the basic abilities. So it's more of an exploratory kind of game than puzzles, even though they make about half of the time you spend with it.µµµKatabasis; 4; Niy.µµµMemory of a Broken Dimension; 4; Niy.µµµPioneers; 3; Niy.µµµRemembering; 4; It takes similar approach to Icefishing v, but the execution is even more radical and minimalistic. The visuals are used only as an entry point for what's happening in the sound space. It's interesting how much power those audio samples contain. For example a seagulls' squawks and sound of waves immediately bring memories of a first time being at sea in me. I really like how open to different interpretations the world is. The devs are describing it as a half forgotten dream and they're right - there were moments I unconsciously closed my eyes, because it felt natural. Pretty cool experience, just be sure to change the controls to mouse only forward to LMB and interact to RMB it's much better this way.µµµSouvenir; 4; Niy.µµµThe Aurora Wager; 2; Niy.µµµThe Path; 4; Niy.µµµXing; 3; Niy.µµµFibrillation; 3; Niy.µµµFragments of Him; 4; Niy.µµµGallery; 3; Niy.µµµHope: The other side of adventure; 4; Niy.µµµIcefishing V; 4; Niy.µµµLeaf Me Alone; 2; Niy.µµµLittle Inferno; 5; Niy.µµµLumiere; 3; Niy.µµµPatchwork; 2; Niy.µµµThe Swapper; 4; Niy.µµµUndertale; 3; Niy.</Imp>