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The game’s main mechanic makes use of a timer. This allows the player 60 seconds to find the level exit. If the player fails this task, the landscape becomes consumed with glitching visuals and strange folkloric characters, telling stories of England’s dark underbelly. The game questions the English nationalistic love affair with politicized traditionalism and the toxic side effects this has had on individuals and marginalized groups. Through storytelling and allegorical visual narratives, I wanted to explore my difficult past experiences of English nationalism and identity and the history and legacy of English environments and folklore.

The Passive Voice is a short, interactive visual poem and a video game that explores the struggle of my own lived experience with dyslexia and dyspraxia. The main player character is a bouncing eyeball. It acts as a clumsy and voiceless avatar that progresses through and around an ancient woodland representing a dark night of the soul, reminiscing, though stylised cutscenes, about difficult past traumas and the often-overlooked difficulties that neurodivergent people face daily.