Look, I know exactly 42% of you think Going For A Walk games are destroying videogames, but this is one instance where a game would be a whole lot better if it stuck to observation over interaction. Insta-death jump-puzzles are not what a game about exploring a strange, apparently uninhabited new world tinged with tragedy and mystery really needs. Wonderful, sweeping scenery: yes. Vast, surprising architecture: yes. Clangy soundtrack of celestial doom: yes. Russian-language audiologs: yes. Eerie, lonely stomps across apparently infinite alien terrain: yes. Yes! A strange and unsettlingly space-place, free from guns and conventional monsters. Yes. Falling off a ledge again and again: no, why, no, no, no, please, no.
That I want to play more of Lifeless Planet, that I want to spend more time in it, even despite its jump'n'fail misery, says much about the place it has built.
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