You’re on a path in the woods, and at the end of that path is a cabin. And in the basement of that cabin is a Princess.
You’re here to slay her. If you don’t, it will be the end of the world.
She will do everything in her power to stop you. She’ll charm, and she’ll lie, and she’ll promise you the world, and if you let her, she’ll kill you a dozen times over. You can’t let that happen. Don’t forget, the fate of the world rests on your shoulders.
For me, Slay The Princess was probably the biggest gaming discovery of this year. While everyone else were discussing Resident’s remake and other big franchises, for me the real nugget was this small, abstract indie horror that consists of two-thirds dialogue. Within the first few seconds of playing the game you realise something’s not right here, you realise there’s something you’re not being told, and when you first meet the princess-.
Heya, you know. I’m gonna let her do all the talking herself:
Oh. This form is new to me. But I wouldn’t have been given the name I am without being adaptable to change. That phrase I’m asked to repeat goes something like
“You cannot use words to grasp what is beyond their reach. And you cannot rationalize that wich defies logic.”