"The Lives Of Others" has few simple actions - walk, attack and heal - but one of them hides a mechanic that if discovered allows the player to interact differently with the characters and changes the meaning of the game, challenging initial assumptions.
The game challenges the saviour power fantasy where the player is rewarded for their deeds with gratitude and praise only. Are unfriendly, antagonising or impatient people also worth saving?
The playtime is brief by design to respect player's time and to afford a meaningful experience before they quit.
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