This manifests in distinct levels where you explore stories of each character through the lens of those who remember them. With the ability to explore some of the island's picturesque locations and interact with objects in ways unique to your spectral form, you slowly unearth the island's history and touching vignettes of some of its residents.īefore being able to ask a friendly resident ghost if they're up to the task of watching over Shelmerston, you need to first learn about their lasting impact on those who are still alive. The island's dormant volcano is being kept at bay by the waning spirit of a former inhabitant, forcing Lupton to search for a replacement from a handful of other Shelmerston inhabitants that have recently found themselves in the afterlife. Playing as former museum curator Morris Lupton and guided by his equally dead pet dog, Sparky, you explore the recent history of the fictional island of Shelmerston in search of a new guardian for the tranquil settlement. Not only do you play as a recently deceased protagonist, but its warm and welcoming tale explores themes of what it means to leave a legacy-however big or small-on the people you shared your brief time with while alive. When it's not used as a narrative device to motivate living characters, it's brushed aside as collateral for a game's mechanics, with few interrogating the effects of your actions. It manages to tell both an emotionally moving and comforting message about death - that people you love not only live on in your memories, but shape your personalities and values.It's common in games for death to go unexplored. This is another seemingly minor detail that sharpens the experience and communicates its message in a remarkably positive manner. Instead, the story chooses to pull focus to their lasting effect on those who love them most. When discussing a topic as difficult as death, it is also notable that the game never mentions how each of the deceased characters passed away. Once the necessary story elements are complete in each scene, players have the freedom to choose whether to stick around and find all collectible items or further the story. Lastly, players control the pace at which the game progresses, creating a relaxing experience. There are many emotionally engaging details in each scene as well, such as the island's furious curiosity towards the supposedly mythical creatures called "camels" and the fact that many of the town's stray cats have names. It's always possible to picture how the item ended up in that place, whether it's mentioned in the story or not, which is a small, yet compelling feature. Hidden items are always found in places that aren't too obvious, but they make sense. It's rare for a story-driven puzzle game to be as fully integrated as this one. Another outstanding element is the logical basis for each of the puzzles. She loves dog things like tennis balls and belly rubs, but hates human things like riddles and orchestras. I Am Dead strikes an intricate balance between showing a kind of character that you'd recognize as well as ones you've never seen before. Though the main characters may be dead, this town of Shelmerston feels alive.
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