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Very early on in planning we knew that nobody would survive the experience. We didn’t want people to play the chisel-jawed hero trying to save the world. Jessica takes us back to the foundation of the game’s concept, working with her The Chinese Room co-founder – and husband – Dan Pinchbeck: “Dan and I really wanted to try to tackle the apocalypse in a new and very different way. “We never had a ‘we must change the games industry’ ethos” Jessica tells us, “we just wanted to tell the stories that we wanted to tell.”
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Yet, as Jessica Curry tells us, its original genesis wasn’t spurred by a desire to widen gaming’s emotional language. Though it was released back in 2015, Everybody’s Gone To The Rapture is still a frequent citation for those pointing to examples of how the interactive medium can explore complex themes, such as grief, in interesting new ways.
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READ MORE: ‘Dear Esther’ at 10, and the rise and fall of the walking simulator.
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Curry’s music was very much a living, breathing characteristic of the game, following the lone player on the wind, framing ghostly re-enactments of past events and wringing out the shifting moods of its pastoral landscape.
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Rapture relinquished conventional gameplay mechanics and – as with its spiritual predecessor Dear Esther – emphasised aching isolation over action, underscoring a world weighted by the omnipresent cloud of absence. Via a blend of its bucolic Shropshire-based setting and the loneliness of its desolate houses, fields and streets, all soundtracked by birdsong, and Jessica Curry’s emotion-stirring, BAFTA-winning score, The Chinese Room’s Everybody’s Gone To The Rapture presented one of gaming’s most strikingly effective depictions of loss.
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