Far is beautiful. It's the type of game you can sit down and play in a sitting, but then go back and play through it again and notice something different. The art style is gorgeous, and while it isn't detailed, the style fits the gameplay perfectly. The abstract nature allows you to experience the game in an almost detached way. You don't need to know every detail of the world, just appreciate the overall effect. I found myself focusing so much on what I was doing in the vehicle that the scenery went past as a blur, and this added to a sense of being on a journey. It's like watching on a road trip as the world go by. There are beautiful things, powerful things, forgotten things, and while each one adds to the overall impression of the trip, they become combined into the overall experience, none of them existing on their own. Far is filled with emotion. It's subtle, but effective. There is panic and wonder. When a disaster struck I felt the sense of immediacy upon me, and seeing the stars come out for the first time made me pause and just appreciate how gorgeous it all was. Throughout the game, I felt fragile and dependent on my vehicle. I became attached to it in an odd, almost childlike way. I took my time to make sure I always had fuel, even though I never ran out. I took my time to hang decorations where I liked them best. The vehicle was my only lifeline in an empty world. I was afraid of losing it. At one point, you hear voices, and I felt hopeful that I wasn't alone (I won't say more). The feeling of almost giddy excitement wasn't an emotion that overcame me, but it was present enough that I can say I felt like I was a part of the world. It was surprising to feel that anticipation after being in a wordless game for so long. Far is an experience If you are looking for an in depth lore based adventure with character interaction, this isn't the game for you. Likewise, the puzzles were very simplistic and straightforward. You are never left wondering what is expected of you. While I wouldn’t have turned away more difficult puzzles (Since the design of the vehicle was really awesome), I think that the game was meant to be an experience more than a challenge, and the puzzles are there to give the player a forced break from driving more than to impede their journey in any way. Far is like a short story. It conveys an idea, a feeling, and a series of emotions, but it doesn’t go into detail in any way. You are left with questions and impressions, and a sense of longing. It’s well worth the money as long as you know what to expect.