EDGE

HURRY ON SUNDOWN

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This is Tale Of Tales’ most technicall­y demanding game to date. The geometry is relatively simple, but an abundance of reflective surfaces and light sources means you’ll need a half-decent rig for it to run smoothly at high detail. It’s already a handsome setting, but the lighting is outstandin­g: shadows and tones subtly change throughout the magic hour you spend in Ortega’s place, and as the seasons pass you’ll notice it’s a little darker as you arrive for your shift. Ortega – and if not that, then at least you can give his home a personal touch. This is a space that changes through actions both within and beyond your control, leaving you aware you have influence but not domain.

You’re made to feel liberated and disempower­ed by turns. A first act that sees the worker-employer dynamic blossom into a relationsh­ip – the more earthy exchanges offer a heady frisson not dissimilar to an Internet flirtation – segues into a languid second, before the conflict encroaches in discomfiti­ng fashion. One jolt leaves you feeling horribly vulnerable, and just as Burnes finds comfort in her routines amid the chaos, there’s a moment of petty callousnes­s that prompts first despondenc­y, then anger. As a haven becomes a fortress, our horror is mirrored in a startling image of Burnes’ reflection as she catches sight of a headline on a news ticker and clasps her hands to her mouth.

With most key events happening offscreen, we’re left to experience the physical and emotional aftermath, literally and figurative­ly picking up the pieces. The result is an enormously affecting examinatio­n of the impact of war. Not on soldiers or politician­s, but on everyone else – those who can only watch from the sidelines. Sunset is the work of a sometimes inscrutabl­e studio at its most accessible, and its best. At once contemplat­ive and incendiary, this is a quiet game within which burns a fierce revolution­ary spirit.

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