The beauty of Everybody's Gone to The Rapture is its quiet. This is a game about an apocalypse, which doesn't feature any explosions. A game about a deadly virus, which doesn't feature any zombies. A game about a community at war, which doesn't feature any guns.
Instead, it tasks you with piecing together the story of the former inhabitants of a small English village in Shropshire. As you walk around the abandoned streets, you're shown sections of the lives of the title's six main characters in the days and weeks leading up to the disaster.
And what characters they are. Thanks to the consistently fantastic writing, these are some of the most absorbing and well-realised people in modern video games. This is the sort of writing which is complex enough to allow for arguments about motivation, while still being accessible enough to avoid pretension.
Indeed, you've probably met some of these people. There's Jeremy Wheeler, a local priest who finds his faith tested as the virus sweeps his hometown. Or Wendy Appleton, a war widow whose memories of her husband cling to every surface of her empty home. Or, most notably, Katherine and Stephen, the scientists whose story winds through the entire experience, and touches on everything from metaphysics to small town race relations.
"Everybody's Gone to the Rapture's strongest character, though, is Yaughton itself"
Perhaps the strongest character, though, is Yaughton itself. Crafted with bewilderingly meticulous detail, every inch of this abandoned valley makes use of its 80s setting to the fullest effect. In particular, light and shadow allow for moments which wouldn't feel out of place in a horror game. What's more, the lack of an overworld map forces you to rely on tourist signs scattered around the town, making for a refreshing exercise in pure exploration.
Unlike previous games by The Chinese Room, however, there is also a strong focus on interactivity. The sheets on the clothesline sway gently in the breeze, most of the buildings can be explored, and telephone boxes and radios which hold clues to the nature of the apocalypse litter the valley.
Tying the entire experience together is the achingly gorgeous soundtrack, which is a very serious contender for the most stunning video game score of all time. It does an astounding job of evoking the game's small town setting, while also wrestling with its deeper extraterrestrial themes. Just like the title itself, it's hopeful, chilling, and beautiful.
There was a long, slow, and painful build up of expectation prior to the release of Everybody's Gone to the Rapture; Sony constantly used it as an example of how mature and diverse its platform was going to be. Thankfully, that build up wasn't for nothing, as it turned out to be the smart, gorgeous, heartbreaking experience that we were all hoping for.
But perhaps the best encapsulation of what makes the title special can be found in a hymn which plays in one of its early sections. "Consider and hear me," the song pleads. Indeed, this is a game which, more than any other, will make you listen, think, and feel.
Did Everybody's Gone to the Rapture leave you feeling rapturous – or ruptured? Take a trip to the end of the world in the comments section below.
Comments 14
Nice write-up Kell! A haunting and engrossing game, well worth a go people!
Like with Journey a few years I think this is just an acquired taste. I can absolutely appreciate the work that went into the game and the fact the developers were going for something different in an increasingly samey industry. Unfortunately I just couldn't get into it.
Lovely piece, Kell. I loved this game - it made me feel more tingly than a Russian ASMR artist. Had a lot of fun just piecing together the bits of plot and discussing theories with others here on the site. Great soundtrack, sublime visuals, and a really haunting atmosphere.
@Gamer83 Yeah, it's totally an acquired taste. One of those games that I really can't blame anyone for not enjoying. Thanks for reading
@get2sammyb @Quintumply Thanks guys
I LOVED this game. Finished it in one sitting. Probably in my top 3 of the year
I broke into loads of caravans, played on a roundabout, walked for ages, listened in on dead people and was absorbed by flashing lights. Skegness 1998. I've been to rehab since.
Absolutely loved this game, found it incredibly interesting, and it's beauty/ build up really hit it's Mark. Sadly though, I do take points off because of how brutally slow movement was. There were instances where I had to choose between advancing, or backtracking to areas I saw I missed, and choosing to advance solely because I knew it was a 20 minute walk back, then another 10-15 minutes investigating, followed by a 20 minute walk back to where I was. I completely understood their decision on the movement speed, but the game would still be on my console, getting multiple playthroughs had I simply been able to Sprint at a proper speed after completing the game once. Nevertheless it's an amazing story, a beautifully developed game, and great soundtrack. Solid choice folks.
Didn't really do much for me this game, unfortunately!
@themcnoisy
Honestly this is probably in my top 3, edging out mgs(oh how it hurts to say such a thing) and mortal kombat slightly!
@themcnoisy Comment of the Year
My other half loved it , aiming to give this a go soon. I did do the Unfinished Swan last month and certainly could see what all the fuss was about.
@k_andersen
I love the premise and the whole mysterious feeling to the game. There's something to that, I wish there was a developer out there today who could make a bigger budget game with a similar atmosphere and find a way to balance it with a bit more action without going over the top.
Had to play this game three times before I fully grasped the story, but I loved it so much that I got the Platinum for it (and real talk, this game has some of the most inane trophies in the history of the feature. Really silly stuff, like waiting at all of the bars for two minutes.)
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