...but it did absolutely nothing for me. Not because I felt that the gameplay was too hollow for its narrative focus, nor because I felt that its meta-posturing was too pretentious (I legitimately loved every concept that was put before me) -- really, this is the sort of game that I've pitched to friends many times over, I just commit the ultimate failure of a creative person and talk about things more than I do them, turning me into precisely that cliché that says "Oh yeah, I thought of something like that. I'm glad/furious to see that someone made it happen" and impresses absolutely no one.
On paper, I love everything that this game stands for. It's on the bleeding edge of narrative technique, it manages to reel in those that normally wouldn't be interested (see critiques of "Dear Esther", "Gone Home", and to a degree "Shenmue") by teetering masterfully on the line between humorous and menacing, and just exudes the charm needed to make influential minds take notice.
Yeah, yeah, so it does everything right on paper, but it didn't do everything right by me. I was told that this game was going to turn my brain inside out and stomp on it, and it didn't deliver. I followed my heart, took the path that felt most intuitive to me and, without spoiling anything, was faced with the decision to either turn the game off (as urged by the narrator) or die in game. I chose to turn the game off, because this is supposed to be mind-bending, amazing, always-two-steps ahead sort of game design, so maybe there would be some twist to pressing "Quit", right? Nope, just quit. Back to the menu screen. So I began a new game, went to the exact same point, and chose to die. Maybe this would be a false death!? Nope. Black screen forever. Death. I waited for a long time -- didn't wanna be fooled, maybe the narrator would say something if I waited long enough!? Nope. Black screen forever. Death. I moved my mouse around -- maybe I was just in a dark room and I'd see the light of a door behind me!? Nope. Black screen forever. Death.
I've heard of people running around for hours in this game -- a thousand tricks of level design and meta-narrative that seem to wind on endlessly, crafting a world with "no ending". Within five minutes I intuitively stumbled upon an obvious, only marginally meta ending.
See, if I'd never quit a game in spite of its narrative before, this might have come as more of a shock to me -- but it's not. Before I felled the first Colossus in "Shadow of the [/redundant]", I really let what I knew of the narrative sink in... really let it strike me how bad I felt to violently draw blood from the lumbering work of art I'd just admired a moment before... and, having only bought the game for $10 at the time, decided I'd feel better if I just turned the game off. Years later I discovered that

