In 199X, you control Clara. That's the problem.
The developer Evan Tognotti describes this experience as a "game without mechanics," and this is reflected in the limited interactivity. Players cannot engage in combat or traditional gameplay objectives, but rather navigate the game world and interact with objects and characters to progress the narrative.
The core gameplay element is the unique dynamic between the player and the protagonist, Clara. Clara is aware that the player is controlling her movements and choices, and she frequently breaks the fourth wall to communicate directly with the player. This creates a sense of both control and lack of control, as players feel they are guiding Clara's actions while she retains her own agency and personality.
Beyond the player-Clara relationship, the interactive elements are quite sparse. Players can move the character around the game world and trigger dialogue or examine objects, but these interactions are largely linear, with little opportunity for open-ended exploration or choice. Reviewers note the game world can feel empty, and navigation is slow and tedious at times.
While the gameplay is minimal, reviewers consistently praise the quality of the narrative. The story is described as engaging, thoughtful, and emotionally impactful, exploring themes of mental health, relationships, and the nature of player agency in games. The strong, well-written protagonist of Clara is highlighted as a particular strength.
A common thread in player reviews is a genuine sense of investment in Clara and her journey. The unique player-character dynamic allows players to feel a personal connection to Clara, with many reviewers describing her as feeling like a real person they came to care about over the course of the experience.
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