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Borjan stands waiting for your action. We are in a library. Borjan asks the librarian if they have this book or that book, looking for the key to the next chapter of the game. The levels of the library, the repetition of structure and action, and the notion of characters only animated by our presence viewing them, are all reflective of late 1990s PC adventure games. The possibility of multiple turns and choices is further expanded as Borjan finds a charred book that allows him to see into a prison-maze. Led by the sound of a Serbian whistle, Borjan's vision is drawn into this trap, but when he himself appears in the maze world he finds it artificial and capricious, transformed by his presence.
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