this post was submitted on 26 Jul 2025
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The gameplay really does boil down to "pick up large object, throw to kill enemy instantly" once you get the powers rolling. The gun has so many different modes and options and upgrades but flying into the air and turning Hiss into wallpaper with a boulder is pretty much always the most viable option.
I'm sure there's some metatextual things going on there with how Jesse is increasingly embracing her anomalous power as Director while literally rejecting the Gun because it's a direct symbol of the Board's hold over the department of control and the Directorship.
Yeah, I put it down from boredom at the gameplay, and the pretty visual design became stale quite quickly. I did eventually push far enough for the Ashtray Maze, and that redeemed most of it, since it proved they could do interesting things and the effect would have been lessened had they been doing more warping.
But it's kind of a weird game. I liked that it had actual characters, and they were good. But they treat Jesse sliding along the rails to Next Location and shooting a dozen possessed coworkers as though she was doing actually useful Director stuff. Metatextual "the director is the puppet-gun of the Board" blah blah. It reduces all this Lovecraftian Cosmic SCP Mystery to "shoot gun at problem, move boxes".
I honestly found it pretty thematically fitting to the SCP-with-the-serial-number-scratched-off setting that the crossdimensional wordsalad sound that turns you evil has the achilles heel of "having a forklift launched at it". Felt grounding.