The subject of this game focuses on the player’s exploration of an FBI compound and their rescuing of the captives held there. Along the way, the player is also fed information through the way of notes lefts around the compound. The game takes the position that the player will learn how to progress through their own experimentation of controls and the limits of the space. They are given some direction first thing by way of the robot and FBI agent closest to them when the game loads that tell their objectives, though, but this is it. This being the only element that connects the player to their objective and the world that is takes place in I think adds to the mood of the story. They are isolated on the compound just as much as they are isolated in their initial direction. Though, I think the game would benefit if the player had the ability to access the note fragments once they have collected them all or if they were numbered. Without this, the information that they are telling the player can be confusing as to what is happening on the compound and why the people have been held captive. Similarly, though the exploration aspect of the game works well for it, I think that this requires that the player be led through where their limits are much more. Namely, concerning the tunnel located at the bottom of the initial scene. It took me some time to discover that the player could keep walking down this path and into a new area because when I walked to the left most part of the first scene it did not move me into a new area, and gave me the belief for there that I wouldn’t be able to more from scene to scene this way except through specified doorways.