Calm

"Calm" aims for the total immersion experience. We are given a choice of goals and abilities, and then allowed to wander through a landscape, all the while avoiding the high emotion that would result in death, thanks to the zen-loving parasitic spores that invaded the planet some several years before. It is, therefore a game that promises a lot. However, I do not think that it quite delivers on its promise.

For total immersion, there should be as few fiddly bits as possible. Implementation of synonyms and the like should be exhaustive. The player doesn't want to concern himself with the individual steps in making a cup of tea, unless there is some new and special trick to the process: mundane matters should not distract from the story.

It certainly has the atmosphere right, at least. The world feels barren and decaying. A few glimpses into the past, as seen in the restaurant, provide a sense of post-apocalyptic loss. There is no lurking danger, nothing in the form of monstrous creatures waiting to devour the player; this is the world ending, as T. S. Eliot put it, with a whimper.

Dry toast, a poached egg, and soy milk.