The full review is over at Slant Magazine. I’ve kept the spoilers there to a minimum, and I’ve done the same here. Suffice to say, any game that allows you to challenge the Narrator/DM is clearly going to be a winner in my book from the get-go–the fact that there’s a minimum of two hours of hilarious/depressing content found within a concept as simple as choosing a red door or a blue door is just icing on this existential cake. (The cake isn’t a lie, because the cake isn’t.) Similar to Gone Home, the “game” is little more than exploring an abandoned office building as a voice speaks to you–there are no puzzles to solve, and while there are split paths, they’re largely linear in presentation. But they allow you, the gamer, to actually experience another person’s life–in this case, the button-pushing, instruction-following Stanley–and I find that to be a far more transportive/immersive experience than that found in film or flat literature. The graphics aren’t pushing the envelope, but the narrative certainly is, and you owe it to yourself to at least experience the demo (which shares only a stylistic and tonal similarity with the game itself).