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We even get to see the effects of some of our actions such as viewing the paintings that we created in the art gallery near the end of Benny’s idealized life. Although they do not affect the ending, we can create our own artwork, decide to answer phone calls, choose to crumple up and throw contracts/ sheet music, and more. Throughout the game, we are presented with many choices. To further our experience, the developers utilized another form of immersion: choice. By living through a character, we better understand them, and the emotional impact of the story gets much, much more real. A great example to support this is that we didn’t know all the hardships that Chloe was feeling until we were told that her mother died. Such emotion was created by living as Benny, and I do not think it could have effectively been conveyed if we didn’t play in Benny’s perspective. I instantly felt dread inside my body as I watched Benny feel and write as if he was worth nothing. One of the saddest moments that stuck with me was reading Benny’s typewriter as we see him call himself a loser and self-loathe. We feel more emotion and better feel how Benny’s feelings by playing this way. This strategic form of storytelling already makes us feel as if we are Benny reliving Benny’s life, immersing us in recalling his life story.
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We instead see Benny’s life through Benny’s eyes. We never actually see what Benny looks like in the story. “You can’t understand someone until you’ve walked a mile in their shoes.”
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