

You walk through the areas and trigger the majority of the light-show story snippets just by passing nearby. The main mode of interaction is walking and clicking. The knowledge accumulates and you reveal relationships and their undercurrents as well as the reasons for the disappearances. Radios offer diary-like snippets, phones play out older phone conversations, motes of light coalesce to present a few seconds from key events as a kind of supernatural slideshow.įurther exploration takes you on a circuit of the Yaughton area and through the lives of particular villagers - that's how the game divides into chapters, it moves from person to person. The village is empty – a kind of English countryside Mary Celeste – but you seem to be able to tap into echoes of the events that triggered the absences. The story begins near an observatory on the outskirts of the Shropshire village of Yaughton. Let's start with what the game actually is. It has all of these moments of real loveliness and effectiveness but also, for me, there's an undercurrent of intense frustration brought about through the interaction systems and slight disconnect between story and environment. I played it when it came out on PS4 a while back but I've just worked my way through the PC version and can now tell you Wot I Think:Įverybody's Gone To The Rapture won't quite come together in my head as a unified experience.

Everybody's Gone to the Rapture is The Chinese Room's newly-on-PC game about exploring an English village in the hopes of finding out where everyone's get to.
