Looking and moving are the main player actions in the game, but listening turns out to be the most rewarding activity. The largely choral soundtrack gives the journey through Shropshire, England, a reverential, mystical (and occasionally funereal) feel. The story itself is revealed almost entirely through audio recordings and through the game’s most interesting device: the conversations among the departed residents, who appear as shimmering light beings that talk for a minute or so and then disappear. At their best, these scenes merge with the player’s desire to explore the surrounding space, nudging you up the stairs in a home or toward a church or windmill on the horizon. At times, however, there’s nothing more to do but sit, wait, and listen. (Possibly too often, but thankfully, it is rewarding to listen.)

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The countryside in the game is large and open, and the story unfolds at the pace and direction of the player’s choosing. At the outset, I feared I would be lost, and I was momentarily overwhelmed by a fork in the road that branched off in three directions. Fortunately, a comet-like light zooms and swoops through the game. You can ignore it, but I was happy for the guidance. It serves as a kind of in-game docent, leading you toward undiscovered elements or tracing you back toward stories that you missed.

Over time, the game’s visual language becomes easy to interpret. Closed doors are almost always locked, while slightly cracked ones are pretty much always worth opening. Taking a side path off the main route typically leads to a new discovery while also circling you back, close to your starting point without the need for backtracking.

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The pretty scenery contrasts with the sadness of abandoned bicycles, luggage, and toys, of bloody Kleenexes next to a keyboard, or an arm brace on the grass. Periodic maps of the valley with “You are here” markers provide a useful fictional substitute for a percentage measurement of in-game progress.

Although the game evokes a strong sense of place—you feel like you are genuinely walking through an idyllic English valley—it is less good at capturing the period of the early 1980s. We see the occasional tape deck or CRT monitor, and even a Rubik’s cube, but Everybody’s Gone to the Rapture does not feature the dense pop-culture allusions that rooted Gone Home so powerfully in a specific era.

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This is a fine game, easily one of the best I have played this year. Even so, the philosophizing at the end eluded me, although perhaps it was meant to. Somebody will probably solve the mystery and share the answers, and perhaps then I will like the game less. Everybody’s Gone to the Rapture is a creature I fear will be killed if I crack it open to examine its entrails. This is a game about an empty world that was once full, about the traces we leave behind us, about our attempts to reach out and connect with each other, about our straining efforts to grasp the meaning and nature of our place in the universe.

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The religious overtone of “rapture” in the title is impossible to miss, but I suspect the game intends to convey a more literal meaning: “of intense pleasure or joy.” Still, playing Everybody’s Gone to the Rapture gave me the sensation of hearing a Gregorian chant or of watching sunlight bend through stained glass, the ecstasy of mystery.

Chris Suellentrop is the critic at large for Kotaku and a host of the podcast Shall We Play a Game? Contact him by writing chris@chrissuellentrop.com or find him on Twitter at @suellentrop.