![]() The game begins with the unfortunate death of Marianne’s foster father, but immediately that serves as a good way of introducing how the central concept works. There is some visual variety to this other space, areas that are more yellow or green continuing to imply this sickly space between life and death is not one meant to be inhabited, and yet Marianne quickly learns that this area can trap more than just lingering spirits. However, the ground and walls can sometimes be formed of flesh and bone without it being immediately apparent your surroundings are comprised of organic matter, it feeling more like this world after life follows its own rules for how a space can be built. The spirit plane is actually not as drab and dreary as the abandoned urban spaces you’ll be exploring quite often in the material world, the space instead being a decrepit organic space often lit with a brown tint that makes the place feel dry and empty. While the world around her will usually be pretty similar in both spaces, the areas are not simply mirror reflections. Whenever Marianne’s powers truly take hold, the screen will be sliced down the middle, Marianne existing in both halves. ![]() The striking management of this concept definitely creates a unique feeling in this third-person horror game. ![]() A spirit medium serves as a bridge between two worlds, but what would experiencing two separate worlds really feel like? In The Medium, Marianne has spent her whole life living with the power to perceive both worlds at once, able to see that while the two worlds overlap, they also can be quite different, a split that Bloober Team manages to capture quite creatively by having moments where the screen is split in half between the real world we’re familiar with and the desiccated realm only the lingering dead are meant to inhabit. ![]()
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