Tears in the drain.

Yellow paint; waypoints; sparkling particles lighting the path forward.

According to some, modern games have become reluctant to let players off the leash.

The player looks at a woman on a train in Peripeteia.

Her first mission is to track down a lucrative bulb for a junker called Filemon.

These choices are made and delivered via crude but stylish dialogue boxes and unceremonious, hyper-violent action.

This is another way the game takes a hands-off approach.

Cover image for YouTube video

You’re never quite sure when you are about to do something momentous.

Still, I’m conscious of overselling what Peripeteia offers.

The player looks up to a night sky with skyscrapers visible through the blue haze in Peripeteia.

The player looks up to a jumble of TV screens showing a man’s face in Peripeteia.

The player travels along a green sewer tunnel in Peripeteia.

The player looks down on a train platform with light streaming in through a metal grate, revealing colourful graffiti on the wall,  in Peripeteia.

The player approaches a woman called the Hallway Weirdo in a starkly lit apartment building in Peripeteia.

The player looks at a table full of ‘cokebricks’ in Peripeteia.