![]() ![]() Dialogue and thought texts appear where the speaker or thinker would have been standing. ![]() This kind of presentation highlights character movement in an empty world. Each corner of the hut likely has a piece of text associated with it, as do the rare interactive items present in the world. ![]() Move around and the words will either fade further or become more opaque until they’re readable. You’ll enter a hut and some faded words will appear on the screen. This text is displayed based on your location within the environment. The scenes that you must piece together to form the narrative are themselves broken into disordered snippets of text. The Moon Sliver goes one step further, however. It’s a clever way of creating interaction with a story without requiring interaction with a world, as the latter is just easier to design and program as a space to explore. In all of these games the story is discovered one disordered scene at a time, forcing the player to reconstruct the narrative like a detective. It counts as its peers games like Dear Esther, Ether One, Everybody’s Gone to the Rapture, etc. It’s a typical First Person Walker game (or in the more derogatory parlance, a “Walking Simulator” game). The game takes place on a rather small, very empty island, and as you explore the environment, you’ll find pop-up text that describes a scene or conversation. The narrative of The Moon Sliver is a jigsaw puzzle constructed from jigsaw puzzles. It’s concerned with the malleability of words and their interpretations. It’s interested in how time changes meaning, how context changes meaning, and how we change meaning through confusion or sheer force of belief or disbelief. The Moon Sliver is a game obsessed with change, movement, and dynamism within seemingly static things. ![]()
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