the ideas are really cool, and the atmosphere felt quite effective for us. we liked the reframing of mechanics, and, appreciate the inclusion of the skip command, even if we didn't use it; something to adjust the speed slightly, or, alternate controls / command aliases might've been nice, but, the fact that there's something at all is appreciated.
we also liked the story, it was quite interesting, added a lot to the general feeling, and, we liked the portrayal of characters using different message-log styles. unless we missed one, it also noticed the (lack of) pronouns being used, with most characters being referred to by name, and, that feels nice to us. it suggests a broader acceptance of identities, or maybe a physical change in the people we observe, or play as; maybe even both. we find it interesting, and it speaks to us.
some details of the story being mentioned, but, mostly unexplained / implied, we felt was also done quite well. it suggests more connection and depth to the characters, and, the world they're in, without us feeling like it was arbitrary, or that it detracted anything from the story, or atmosphere.
we also appreciated the checkpointing, even if it doesn't work in the later levels. it may have been nice to say that the game saves your progress, instead of the feeling that it has to be done entirely in one go, but, we felt that it did add some additional urgency for us to the story, not knowing if it saved, and the urgent nature of what's going on in-game.
itch's desktop application didn't decide to update it (or check,) before we played through it, so, we ended up doing so without any of the added music or sound effects, so we can't really comment on them, other than that it felt quite complete even without them.
we re-opened NOISE 1, after re-installing it, (launching after updating it didn't actually launch the updated version,) and, it noticed that there's no volume adjustment, which, may have been nice. we re-watched the end scene with audio, out of curiosity, and it prompted us to think it was a bit loud in comparison to the atmospheric music on the title screen, as well as the accompanying sound effects. although, if the rest of the levels are mostly atmospheric noise / music, it's probably fine; it was brief, nice, and wasn't uncomfortably loud.
the disconnect from what's happening is also really cool.
the graphical style, being entirely in ascii, contributes to that feeling, as well as the interface; our interactions and communications being limited to commands. it adds to the desolate, desperate feeling presented by the story, as it reaches through that disconnection to convey it even more effectively.
the contrast in control is also quite interesting, as @, and eventually, x, needed our assistance to be able to have made it through their situations, and, eventually escape. at the same time, however, we're also demonstrated the limits of our control. accessing, and controlling basic commands for the local systems for doors, terminals, cameras (and more,) is simple, but, very powerful — but not something we could've done alone, as the ability to do so is provided by @ and x, and revoked by Hunter.
even outside of the commands, there's also the fact that there's still very significant, important things outside of our control. some systems are entirely locked, and some situations and rooms don't have any at all. people are entirely inaccessible, their actions are their own, and a suspense is created because of these factors, something that is used quite effectively in-game.
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