Here's an excerpt:
This brings us to the meat of the game itself, which isn't necessarily in how the game plays mechanically, but in how the game relates the story. You really get a strong sense of Rosangela (Rosa) Blackwell's character and the major thrust of her struggle in the first fifteen minutes of gameplay, that critical period where a good first impression is always key. She's isolated and alone, an island unto herself not out of circumstance, but remarkably, by choice. She's in a place where many of us in the audience can relate to on some level in our current day and age – drifing through life, detached and alone from others, attempting to make her way in the world but at the same time not possessing a strong sense of direction or agency. The world is changing and passing her by, and apart from the few manuscript rejection letters and job requests from her editor, she's doesn't mind or care about it at all. The fact that that they arrive in detached, impersonal ways – as phone calls with people we never see, and letters under her door left by people we never glimpse – adds to our impression of Rosa's disconnectedness from the world. Then comes the call to action - a death in her family, and the unresolved questions that were left behind from the death of her aunt. All of that leads to a chain of events which serve to bring her out of her shell and into the world, further outward than she ever could have imagined.
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