While you’ll meet a large num­ber of char­ac­ters along the way, none of them are ren­dered in a tra­di­tional way. The Chi­nese Room in­stead sticks to shim­mer­ing sil­hou­ettes made of fiz­zling energy, pick­ing out key ges­tures (an arm point­ing, for ex­am­ple, or a head de­spair­ingly dropped into hands) and move­ment in the world, but no more de­tail than that. It’s a wholly suc­cess­fully aes­thetic that man­ages to strengthen the sense of dis­con­nec­tion you feel from nor­mal­ity as you move through a com­mu­nity in which life has been mys­te­ri­ously ex­tin­guished, while at the same time cir­cum­vent­ing the drama-neu­ter­ing ef­fects of the un­canny val­ley, which even the most ad­vanced mod­els and an­i­ma­tion can’t en­tirely avoid.

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