The wind sounds a lonely howl over the expansive fields of sunset-tinged grains, hemmed in by rocky foothills of the distant mountains and densely wooded areas. A heavy presence, hovering in the sky above, waits. So what can you do? Run! You have just twenty minutes—the rapture is here and you will be forcibly removed from your home. Otherwise known as TRIHAYWBFRFYH, this Connor Sherlock creation is both perfectly titled and inadequately described. Use [WASD] to move and your mouse to look around in a narrative adventure where the main objective seems centered on reaching various locations before you are raptured. Or, doing nothing besides running around in panic until you are raptured. Or, merely gazing at the breathtaking scenery and calmly wandering about until you are raptured. The point here being "until you are raptured."
TRIHAYWBFRFYH is strong on atmosphere, and very immersive, although so much of it is just trudging through the vast landscape, trying to get from one spot to the next. That is both a source of frustration and potential boredom as well as an impetus for heightened tension and a growing need/want to know more. Yet curiosity is rewarded by discovery as you experience every piece of the characters' lives,with each voice actor wonderfully adept at turning familiar stories into their own personal narratives. As a result, the overall experience is more easily compared to an audio-visual book than an ordinary adventure game. That said, what you get out of it depends much on gameplay: how well you can find—and run to—each story point. Unfortunately, it's easy to succumb to impatience, as the difference between using [shift] to run and not using it is negligible, given the vastness of the terrain. It's also hard to decide whether this would be more enjoyable without so much time spent running about or whether those long spaces of searching punctuated by a tidbit of story are necessary to build a game structure as well as evoke mood.
TRIHAYWBFRFYH is very beautiful—both simple in its presentation yet complexly affecting. Here, Unity mechanics are utilized to their greatest advantage. Navigation and movements are comfortable and realistic enough to avoid the nausea inducing disorientation found in some Unity-based games. I say this as someone who usually shies from said games, being horribly prone to motion sickness. One of the reasons to play TRIHAYWBFRFYH is for its example of how Unity, in the right hands, can be used to create a gorgeous, multidimensional environment that is a pleasure to explore. Yet, some of the drawbacks are there as well, such as an initially long load time and the awkward takeover of your browser (use [esc] to regain your system cursor). Still, while short of actual realism, the graphics do what they're meant to do: evoke a sense of being. Rapture is probably a surreal experience, after all. Whatever it is, though, it will be especially appealing to players whose favorite part of a game is exploration. Or anyone looking for an artistic presentation of literature. Or those who love a beautiful atmosphere. The point is, it's worth a play.
The soundtrack for this game is available on Connor Sherlock's Bandcamp page.