It’s freaky - this whole place is freaky.
Darkness and malice tinges the air.
I’m reminded quite strongly of the Upside Down in Stranger Things.
It’s a place I don’t understand, a place of bizarre rules and inhabitants.
For some reason, there are mannequins arranged in distressing postures - mannequins that seem to move around.
And in the middle of all of it is me, an older gentleman (in the game!)
who woke up in this wretched place.
Why, I don’t know, but I know I want out.
This place is a kind of hell.
And then it comes to me: toilet paper!
What else would someone be reaching out for in a toilet but toilet paper?
It sounds simple but it works.
This puzzle is solved.
Onto the next one I go.
I say “new” but it’s probably more accurate to call it old.
Think: fixed camera angles, designated save points, and no map.
Think: tricky puzzles and a refusal to pander to you.
Neither of these puzzles are simple, by the way - the game never just gives you the answer.
But the more of the hospital ward floor I discover, the broader the puzzles become.
I’m not entirely alone here, though.
But I’m not without a means to defend myself now I’ve freed the hammer from the lockbox.
One of them is holding a scalpel, for Christ’s sake.
But Post Trauma is not especially scary.
Tense, maybe, and disturbing, definitely, but nothing really makes me jump.
I don’t mind that.
Post Trauma doesn’t tell you where to go and it doesn’t drop generous hints.
It lets me fume and stew.
That jarred with me to begin with but, once I settled into it, something like appreciation formed.
Post Trauma has a bit of that.
This piece comes from a trip to Raw Fury’s HQ in Stockholm.
Raw Fury paid for travel and accommodation.