Serena
Amazing and Well Executed Story (SPOILER, KINDA SORTA)
I was blown away by how beautifully and seamlessly the story unfolded despite the fact that there is no predetermined order (for the most part) in which you have to go around clicking on stuff. The story's progression feels natural despite the route taken.

As far as the story story itself goes, I particularly liked how it conveyed the power of perception (or attitude) in regards to a person's life. From the beginning of the game to end, nothing really changes; you're still in the same place looking at the same things. However, the character is looking at everything from an entirely different angle and that, in it of itself, makes all the difference.

I would consider Serena a great example of a game being art.
Last edited by Neo-Therapeutic Gymnasium; Apr 12, 2015 @ 11:25pm
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Showing 1-3 of 3 comments
AgustinCordes  [developer] May 4, 2015 @ 8:15pm 
Thank you for the wonderful feedback! A big influence on Serena is the British author Christopher Priest, who tells masterful stories that rely on perception of reality. The Inverted World is a modern classic and the sort of thing that I want to achieve in games.

PS: That's one hell of a cool nickname!
I've added checking out that book to my list of things to do today, thank you!

I have to admit that the nickname is not original. It's a reference to my favorite part of Edwin Abbott Abbott's book, Flatland.
AgustinCordes  [developer] Jul 12, 2015 @ 5:06pm 
Ah, Flatland is a classic that I really need to read. It's in my queue :)
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