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Open door policy: can an escape room be queer?
Hello! Eurogamer is once again marking Pride with another week of features celebrating the intersection of LGBTQIA+ cul…
Memoirscape's design is built on what its narrative and production consultant Katherine Crighton calls "asynchronous storytelling through ephemera" - inspired by Punchdrunk's immersive experience Sleep No More and Henning Nelm's 1969 handbook Magic and Showmanship - and, as someone who studies archaeological approaches to games, I was fascinated by this material culture. On the path to uncovering Alder's past, for instance, players use genuine, old-fashioned audio cassettes to gather clues - a process Crighton believes encourages them to "practice patience and mindfulness" as they interact with unfamiliar analogue technology. An obvious parallel would be developer Fullbright's walking simulator, Gone Home; as in that game's tale of slowly unfurling familial revelations, Adler's story is told as an epistolary narrative, allowing players to discover more at their own pace.
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