It's hard to even call this a game - it's all one big corridor you're being let through. You run when the game tells you to, you sit still when the game talks The Plot at you. The feeling that you're not an active participant, but merely a glorified page-scroller doesn't leave you even for a minute. The Ok-ish - Voice actors do quite solid work, with the material they're given. - Visuals are solid, bordering on pretty. Shame they suffer from the lack of art direction. If you feature the year and the place where your story takes place so prominently, at least try to make it look at-firt-glance passably authentic. The Meh -Story could be interesting, if it wasn't undercut by bad writing. Not only are the dialogues stilted, the game is overloaded with pointless chatter. There are only so many times you can hear Hugo state the obvious ("I'm scared!", "You killed him!", "I'm sad", "Throw a stone") for it to get stale. If you don't have to stop talking while running away from an angry, armed mob it kinda looks like they're not that scary. The Bad - Mechanically the game is very limited. There are no choices, there is no variation, everything is on rails. In the first chase sequence I ran straight into invisible wall, because I was trying to avoid people chasing me. Apparently I was over-complicating things. They'll very obligingly stop in their tracks to let me pass, I just have to run along the predetermined path. Stealth mechanics don't exist, it's a glorified QTE - you throw a rock, enemy turns around and theatrically asks "What's that?!", you "sneak" past them while Hugo stage-whispers something along the lines of "We showed them!". Combat works just like the stealth. You sling a rock, the aim-assist ensures you hit, the enemy falls to the ground. Sometimes you need to dodge. While dodging, hit detection doesn't care if the enemy is facing you or if you're standing directly behind them. If they swung their weapon you die, so you better hit that dodge button.