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·YouTLDR

Mundos Muertos

43:35EnglishBy CinematixTranscribed Jul 25, 2026
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0:31

That Which Gave Chase starts with a sled in the snow. Four dogs lead the protagonist and a second man, who hired him for the job.

0:49

Driving this sled is not that simple. Unlike a racing game, assuming you can accelerate and brake with two buttons, this is different. The deceleration is slower, to brake you have to pull the anchor, the wind and the inclination of the terrain affect stability, and during some slopes you have to lean to one side or the other to not fall.

1:10

"It's time to go back to me, to finish the job I started", says the stranger. And as soon as I'm wondering what job, it's daytime. The snow doesn't stop falling, the wind blows constantly, and the driving doesn't stop. But despite keeping myself focused on stabilizing the sled, I can't help but look around me. The snow covers the entire ground, it almost doesn't distinguish itself from the cloudy sky.

1:37

We are only two people in a sad and desolate place, at the mercy of the conditions. Only two people in a blank page, but where something is being written. Before I start, I take a minute to talk about the sponsor of this video.

1:58

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2:18

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2:28

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3:20

Remember that this is only the first step, he says. All your efforts up to this point will be duplicated. This is always the real test. One in which I have failed, once and again. And while you pronounce those words, a light becomes bigger and bigger in the center of your vision. This is not the first time that something like this is going to happen. Throughout the game, there is no clear notion about time.

3:45

All the sensations are dreamlike. It feels like you're in a dream. But I don't want to go ahead. After the temporal leap, it's day again. The man offers me a rifle. I look at the sled, I look at the deer, and I try to understand what I have to do. After I kill the deer, the stranger picks up some mushrooms that the animal was eating and saves them. Throughout the story you understand that he is nothing more than a scientist who is investigating these mushrooms.

4:17

The next trip is longer than the previous one. The snow still falls and the wind still blows. Unbearable, like the four dogs that never stop running. And as fast as all that happens, the night falls. It is there, in the middle of the void, when the scientist begins to tell me his story. The first time I came here I understood very little, he says. Maybe it was a superficial ambition that first led me to go further than any of my companions considered responsible.

4:47

Now I know what my purpose is. It's the journey itself that leads us. Give your life to the search for one thing, and your hard work will be rewarded. This place is the Tammis. Pass through it and you will discover that all your imaginary sorrows have been left behind. But keep this in mind: the ghosts that chase you through the gray never leave your side, no matter how far you go.

5:13

A few hours later, the protagonist is in front of the scientist in a nightclub, having a relaxing conversation, not disturbing at all. And he talks about his past experience. "Did I tell you what that immortal servant was?" he asks. "My expedition was getting out of hand. The conditions were humiliating us, and all the efforts to find a way were fruitless." However, somehow these stupid creatures could not only survive, but also develop.

5:43

To which another question comes to mind: What is it that makes those deer survive and prosper in a place like that? The journey continues towards a horizon where the sky mixes with the surface, where there is no clear path and obviously I get lost. I don't know where I'm going, and my partner notices it. But even though I'm lost in the middle of all the whiteness of the snow, the deer do what the scientist told me: they go in a specific direction.

6:22

The man tells something interesting about an experiment they did. From a whole herd of deer, they separated one and left him alone. Even so, he knew where to go. How did he know? If he wasn't with his herd. He tells that they started to mutilate their parts to discard theories. First they cut their ears thinking that he was guided by sound.

6:42

But the deer still knew where to go. Then they pulled him to his eyes and even so, the animal followed an invisible route and always reached where he wanted to go. This is directly related to what they eat. And what is what they eat? When it's night, the protagonist arrives at a cabin. The scientist no longer accompanies him. There are several wooden logs, a table, a chair and two beds inside. Among other things, like some jars.

7:17

Hey, these bottles have those mushrooms, the mushrooms that are supposedly investigating, the ones that eat the deer. In the notebook that is on the table, someone wrote something on March 18, 1892. I'm not sure if writing this is useful, but I find something valuable in writing. Maybe it's because of my own hard work, but writing helps me remember. It helps me separate my own thoughts and memories from those of them. After all, this is what they pay me for. Who are "they"? The scientists?

7:53

There's another page on the floor that reads: "One thing is for sure: here we depend on the conditions. All the times we wanted to cross the fog on our own, they failed. There's no sky or ice to guide us. We always end up right where we started. When there's a place of instruction, we have no choice but to follow it." The note also mentions a charismatic leader who encouraged others to join that journey towards perdition.

8:21

And then you start thinking about what charismatic leader they could be talking about. But only one figure keeps appearing as an intermittent signal in your head. What is happening? There is one last disturbing note stuck to the door. For the stranger, the one who is being guided, we also see you. The more I grab the reins of the sled, the stronger the doubts in my head get, because they are getting more and more. What are those mushrooms?

8:58

What effect do they have? Who is my partner and why is he investigating these things? Again, a night light gives rise to a rather particular conversation in which the stranger talks about consuming poison to replace the old meat with the new one. "I could tell you that I planned for this course of events to take place," he says. "But now I know it's not like that. Not very different from you, I'm a victim of circumstances." And then, that moment comes.

9:33

"For you, I was a hand in the dark, a stranger, standing, waiting in a forest. I welcomed you, I walked the path you followed without effort. Now, just as I brought you here, you will get me out." It's not necessary to be very smart to realize that, indeed, this is a betrayal of the man who was guiding us all the time. But how is that he brought us so he could leave? Direct cut. The protagonist is sitting in a chair.

10:08

Because of the graphics, like Playstation 1, I'm not sure if the mushrooms come out of his body or from somewhere else, but he starts eating them, one by one. It's the only thing he can do. When he finishes eating them all, he turns around and sees a refuge that seems to be someone else's. A place where there is a note that says: "In my memory, I spoke to a young man there. I convinced him to give up his life and live like me. He should be close by now."

10:34

I guide you as best I can and I hope you do your part. You, who remember everything, remember this too: I brought you here. It's me who should be allowed to leave. So, I understand. This scientist used the protagonist as a kind of sacrifice to escape from something bad, whatever that is. As soon as he leaves the cave, the victim seems immersed in a very strong snowstorm.

11:00

He no longer distinguishes if it is day or night, and the fog prevents him from seeing so little distance that it seems that the world does not even exist. But at one point he finds traces. They are the traces of the dogs and the sled. He begins to follow them, increasingly intrigued, to find an answer to this whole situation. Until at one point in the terrain, the traces are erased, and he only sees a mushroom, which he decides to tear off the ground and eat. He immediately has a hallucination.

11:31

sees a group of people, the scientists, surely, in an expedition and then a man going on the sled that he can't reach. The visions are repeated as he eats the rest of the mushrooms and he can't tell what is real and what isn't.

11:50

At this point I must admit that I didn't understand if it was about temporal jumps, hallucinations or something supernatural. But there is something that was real. Following the tracks again, the protagonist reaches the sled, now broken and without the dogs. Thanks to their sounds, one by one he finds them and adds them to the search. And it is in the middle of that search when he decides to enter the last cabin. There are two people in there, or rather two victims.

12:18

The chair's arms are cut and the bed's stomach is destroyed. This is possibly one of the most disturbing images in the whole story. But what happened? There are several things the protagonist finds in the cabin. First, a written paper that says: "I had a lot of time to think, but I didn't get any closer to the truth. None of us is lost. We're still here." He showed me answers to questions I had forgotten a long time ago. I don't know if to stop him or help him.

12:52

I'm going to prepare for a last trip and pray for it to take me somewhere else. Or nowhere. With the dogs and the sled recovered, at full speed, the protagonist tries to escape from this place. But then...

13:21

In what seems to be hallucinations, several scientists try to shoot him. Some run towards him, others point at him, but everyone tries to kill him until he finally comes out victorious and the nightmare ends. There, with a shot close to the sled and the protagonist taking the dead scientist on board. That Which Gave Chase is a journey that goes on in several interpretations.

13:50

The game hits on temporal and half-dreamy jumps in which it is the player who has to start connecting facts and interpreting what is really happening. These mushrooms would have healing properties. When the protagonist receives a wound, their health restores itself every time they ingest one. In fact, replacing the old meat with the new one means that. But they also do something else, and that's why they seem to want to investigate them.

14:14

It's like they broke the time-space barrier and revealed the truth about the things that happened and are going to happen in that place. The lack of details for the graphic style itself makes it look very believable to what would be the most extreme landscape of Antarctica. Wind, snow, fog and very little vision distance.

14:33

You know that people live thousands of kilometers away from that place, but being there in solitude, isolated and feeling unique in that scenario, makes that Dadwitch Gatechase seem to be a world completely. For a long time I thought about the concept of dead worlds, especially because I enjoyed a lot of fiction that includes this kind of scenarios.

14:57

Now, this kind of scenarios. Well, I think I have an idea of what they mean, or how they look in my head. Radiation, natural disasters, abandonments, a pandemic. But after writing about the games I'm going to tell you today, I realized that I was very far from knowing what a dead world is to me. Bubdy starts in the hallway of a building.

15:28

The architecture feels incomplete. The walls and the floor are pure cement, there are no tiles, there are no paintings, there are no plants. But what is there, and that is as soon as you enter his world, are people. Or whatever these things are called. The first man I meet is called Ivano. Maybe we'll see each other again. He tells me: "Take my stick, grab it and hit surfaces with it.

15:54

The peculiarity of this object is that when you hit a surface, you receive an impulse that allows you to jump and reach places that otherwise you would not reach. So there I went, with the Ivano stick in my hand. Before continuing, I looked out the window. The buildings seemed to be all the same or as I said, incomplete, and I got the feeling that something was not right in that place. The question: in the second room, a man named Asker informed me:

16:21

"We're going to leave Babdi. I have train tickets." And in the second compartment, his wife, Griselda, had fallen asleep. Forever. "Your wife is sick," a building employee told me. "She needs to get to the city by train. He has tickets to leave Babdi." How lucky. The game's creator defines Babdi as an abandoned district in the outer ring of the megalopolis.

16:50

That's all the information you told me at the beginning, but you can get some ideas out of it. Babdi is a city that seems to have no life. The architecture is cruel, flat and boring. The buildings reach very exaggerated heights and are connected to each other. But in this world there are people, people who have life.

17:10

People who give hope. "Do you want to go?" "Take the train. The station is not far away." A man who seemed to have a bowel problem told me. My doctor told me to stay in this position for bowel problems. I didn't know why, but something was very clear until that moment. You had to leave, however you did, from Babdi. Everyone wanted to escape from that place. Why? If you explore the city, you will go through the branches, I assure you.

17:39

This is, every connection between buildings takes you to a place where you see something else and you go to that other place, there you see something else and you go again, etc. Architecture encourages you to explore not only because the places you find are increasingly strange, but because you will be constantly looking for the answer to a simple question: What is going on in Babdi? Why do people want to leave?

18:03

It's not hard to realize, after you notice the tall walls surrounding the city, that being there feels more like a prison than a freedom zone. Babdi seems to be a district where you are forced to stay unless you have a train ticket.

18:20

What Babdi makes you think is that, despite the fact that there are so few people, each one has a story. It doesn't seem like it because what they always say are two or three sentences, but when you see a man lying on a couch or whatever it is, you understand that something had to have taken him to that place. The people in Babdi are resigned, as if there was nothing else to do but wait.

18:43

This man I met in one of the buildings is the perfect example. He was on the highest floor, sitting in solitude and letting time run. Very few times I had this doubt, but what will happen to his head? Well, to know it, you had to open it. The question is, the game is very simple.

19:01

In fact, there are speedruns that last 30 seconds. That's right, you find the guy from the elevator at the beginning who says they don't sell tickets anymore, but that the sick woman who was in the first building lost an important thing.

19:13

that would be life. This woman has a train ticket that you can use and the man gives you a device with which you can look for bodies in disarray. Well, when you get back to where you started, you go up by elevator and you see a huge amount of flies going around the high floor. You take the ticket of the person who is lying down because it doesn't seem like you're going to use it back. You go to the train station, you leave Babdi. End.

19:41

I went back several times to look in some corners to find more secrets and that gives me some possible explanation to the doubt that I never solved. What was happening in Babdi? There is something else you can do. After a little effort, reaching one of the tallest buildings, you find this device that allows you to fly. With a little more skill you get to the tip of this antenna and you can see the city from above.

20:19

If you search for "dead cities" on the internet, you'll find a huge list of abandoned cities like these. Many of them have existed for centuries. And yes, they all share that in common. An ancestral architecture, full of stones, that are now nothing more than rubble in thousands of square kilometers. Those are the places that make you wonder: "How was life here before?" Because the first thing you notice is the absence of human life, obviously.

20:46

But it seems that no one ever stepped on that territory. There are no resources for its existence, there are no intentions to inhabit a place like this again. But the reality is that there were people, there were resources, there were intentions. I saw dozens of these images while writing these paragraphs, and I came across one that caught my attention. Hashima is a city in Japan.

21:09

It's a place where the first inhabitants arrived in 1887. Here is the main curiosity and the reason why this place caught me. Are you ready to hear the fact? The city was built on an island.

21:23

By 1959, this island, which had a little more than 1 square kilometer, had reached a population density of 83,500 people per square kilometer on the entire surface. Which, historically, is one of the largest population densities registered in the world. The island had all the facilities and services needed for the subsistence of that community. There were cafes, restaurants, casinos, clubs, 25 different stores, a school with gym and patio, a hotel,

21:52

hospital, police station, etc. This is very funny, but there were no motor vehicles because according to an ex-miner, you could walk between two points of any island in less time than necessary to finish a cigarette. You may be wondering, why am I talking about this in the past? Well, in Hashima, there is nothing left. Seeing photos of this city now, compared to what it was before, is like seeing two different places in different parts of the world.

22:39

Two places that have no connection to each other, that are separated by thousands of kilometers. But it's the same, with time as the only difference. And Hashima is a dead place for me, because of a characteristic that steps harder than the others. It's isolated from the rest of the world, in the middle of an island. Bubdy is a small and isolated place. It's in the middle of the ocean, as you can see when you get on the highest antenna.

23:09

Even though there are people walking around, even though there is a puppy you can play with, and even though I still don't understand the suffering of its inhabitants and I never understood what's going on in that place, one thing is for sure: Bubdy is dead. No Players Online caught my attention. First, because of the title. Then, because of the main premise.

23:47

Pay attention to this, it's a game in which you enter an forgotten game. After the operating system starts, you see a list of servers, some online, others not, but they are all rooms with 16 maximum players, where there is no one online. So you enter the first one.

24:15

In a short map with VHS graphics and a firearm in your hand, the goal is to capture the enemy flag and take it to your base. Simple. The server takes a long time to find players because this is one of those titles that died a long time ago, of which everyone has already forgotten. But there you are, alone, on a multiplayer map. This is the perfect analogy of space eliminated in real life, a place that has usually been occupied, which is now empty.

24:42

I still don't understand why, but walking through an online game map where there are no players connected makes you so uncomfortable that it's hard to believe it. Not long after starting the game, this melody starts to sound. And when you look out the hallway, you see a turntable in the background. And yes, you can shoot it. Throughout the tour, you start to see the appearance of a black silhouette, a kind of shadow of a woman that appears and disappears in indefinite intervals, until you reach a moment when this happens.

25:37

I couldn't shoot twice. And the reason is going to surprise you. I forgot to reload the gun like an idiot. Let's see, the gun has capacity for very little ammo. So you have to reload constantly. So, entering the room again, I repeat the process and I do it again. Nothing.

26:25

Well, the demo ends there. That's what No Players Online is about. To enter a game... Apparently this title has an updated version on Steam. This version is much more extensive.

27:27

You turn on an old computer and three available users appear. But the first two have a password, so you choose the third option. One of the most interesting things is a forum. A forum where there is a website for game creation, where people share their games and opinions of others. In one of the posts, the administrator reports that due to a fire that the servers suffered,

27:48

many of the posts disappeared. Some people believe this is true, but others say it's just a conspiracy theory. The thing is, after browsing a little more, you open the global chat and you see that a user named KingWing wants to add you as a friend. You start a conversation with him, in which he tells you that since he doesn't have friends online, he invited you to play a shooter called Capture the Flag, which he suspects has stopped developing and that's why no one plays it today.

28:15

You go to a link, you enter the official game page, you enter another link, and there you enter the same map. This updated version has more lore and is a flashery. But curiously I feel it as a forced adaptation to current horror games. The first demo, on the contrary, achieved a better atmosphere. Capture the Flag is not a blank page.

28:37

There are trees, tiles on the ground, structures that rise in the middle of the step. Capture the Flag is not an isolated place, because it is in a forum accessible to everyone, in which you can enter with a simple click. But yes, it is an forgotten world, because no one has interest in visiting it again. Distraint is a game that does not feel dead at first, but when you move forward in time, you start to feel that it is. The first impression is a corridor of what seems to be a tenant building.

29:23

The walls are neglected, full of stains and moisture. Also the doors and old furniture, and you can hear some strange sounds in the distance. There's something in the atmosphere that feels oppressive. The game starts with a very basic premise. The protagonist, Price, after finding Mrs. Goodwin, tells her that she must pay the debt. Since she can't, he informs her that she has to leave the property by the end of the month.

29:47

Distraint doesn't take long to make you realize that something is not right. They can be visions of Price or not, but at the beginning, for example, a door falls and there is a person inside who blew his head off with a shotgun. Next to him he left a note that says: "Susan Martin gets every pig."

30:04

This is a saying that means that everyone will receive what they gave. It depends on how you have acted in your life, sooner or later, what are you going to receive? A pig. A few minutes after giving the information to Mrs. Goodwin, the protagonist meets his three bosses, who tell him that he did very well in kicking her out and that there are two other people left who also asked for time to pay the debt, but they don't think they'll forgive them. When he kicks them out, he will become part of the company and will become one of the bosses.

30:34

The proposal is tempting, but Price obviously doubts whether the decision is worth it or not. He doubts if he is doing the right thing. The theme on which Distraint revolves is very clear from the first minutes. The greed, the ambition for power, the coldness, the pride. Throughout history events occur that leave you thinking a lot about your actions.

30:57

Much more than you thought you had thought before. In Distraint there are people in some rooms. There are cleaning staff, assistant, employees in a cemetery. There are people. There is movement. There is life.

31:11

But even so, the world feels dead. On the one hand, because of the dark atmosphere of each corridor and the degradation of many rooms that contribute to that environment. But on the other hand, something that is an interpretation of mine: nothing is more dead than the world through the eyes of the protagonist and his three bosses. For them, people are not just numbers.

31:32

A container of information whose task is to comply with the law and pay without caring about anything else. Distraint is a dead world because human greed does not know how to see it otherwise. Fatum Betula is probably the most confusing thing I've ever played in my life.

32:00

The title starts in a kind of temple where there is a wooden door behind the protagonist and a staircase in front. After those stairs, there is a tree that grows from the water and a giant thing that emerges from the darkness. It approaches little by little and says: "Consider this tree and our land as the same. Both remain between the living and the dead."

32:21

This millenary water keeps its roots in limbo. The plant is our destiny, and its water our fuel. I will provide you with the tools to make modifications. Do what you have to do, but don't feed it with your bleeding. And it delivers you three rehearsal tubes. Fatum Betula is a very short game. It has three main and surrealist scenarios.

32:43

The first one is a night environment covered with grass. The second one is a forest with autumn essence. And the third one, a temple with a house in the middle of a pond. In each one, the protagonist finds different characters. In the first environment, there is a cat with hunger. "I don't know how long I've been here", he says. "There is a constant pain in my empty stomach".

33:04

In the second scene, there is a skeleton in a corner, illuminated by the pale light of a candle, which claims that he is not dead, that for a long time he was endowed with immortality. He says that at first he felt relief, but that after 50 years, he began to rot. The only thing he can do is stay there, looking at the wall. He forgot to think, he forgot the meaning. "Don't leave me here, please," he says. "If you come back, kill me."

33:30

In the same place of Otoñal, inside a well, there's a magician who smokes in a pipe and his work is there, in that place full of books about magical phenomena.

33:39

The magician was in theory cursed to never be able to pass through wooden doors, which are the only way out. He asks you for the skull of an immortal to magically create immortality in that world. And in the last area, the house of the pond, if you sleep in the bed, you wake up in a dreamy place where there is another character, not at all clumsy.

33:59

that says it misses a painting and that you take it if you find it. Everything perfectly normal, so far. In Fatum Betula, what happens to the tree, happens to the world. The growth of this plant stopped and the creatures that inhabit this place are, as I said, in limbo. So you can see what the scheme of this game is like, I'll show you my experience. One of the objects I found in the third area was a kind of sword or knife and I wondered if I could cut something with this, but nothing worked.

34:36

The creature that appears in the world of Nihilco told me about a painting that is precisely the one that was inside the house. So I grabbed it, I gave it to him, and he gave me something in return. It was a container that contained bone marrow, a substance that I put in a test tube, I returned to the first tree, and I put it in the water. This is one of the ten endings that the game has, but all of them are made by throwing different liquids that you take out of different places to the water where the tree that keeps that world is.

35:13

It could be oil, poison, blood, etc. The bad thing about Fatum Betula is that it doesn't make clear many of the instructions to obtain those liquids. For a while, the game is an intuitive puzzle. It's fine. But other times it's impossible to know what to do if you don't look at a guide where someone has spent days to discover it. If at one point you find a cane, for example, and you get a fish, great, I can give it to the cat who said he was hungry. But that's what the mechanism is about. One thing unlocks another.

35:41

In the pond, if you cut the boat with the sword, for example, you will be able to grab a rod. Then, fish a poisonous fish, give it to the skeleton, take its skull, and give it to the magician who smokes in a pipe that needed the skull of an immortal, so that the latter gives you a liquid that creates immortality, and after you throw that liquid into the water, all the creatures in the world are now eternal, and that's another one of the endings, for example. After going around those three scenarios looking for something else to do,

36:10

about to close the game and uninstall it, without motivation to continue I saw a bush that appeared near the cat Fatum Betula is full of secrets if you follow this bridge that comes out of an island you will reach a submarine and you will be able to descend to the bottom of the sea this whole part is surrounded by stone walls but if you feed the cat from above with a fish he will give you oil as a reward

37:00

If you collect that oil in a test tube and throw it into the sea, it will turn this color. And if you take the submarine, one of the walls of the seabed will now be a set of algae that can be crossed. And you will be able to throw yourself into the void to appear in a city. As weird as it sounds, Fatum Betula is that. It is a surreal world. A world where there is no end or satisfaction. But above all, a world in which death is the protagonist.

37:57

Abzu is not even close to looking like the titles I mentioned before, and he's even left out of the video, for two reasons:

38:04

Her intention is not to disturb you, and her world shines with life. The premise is simple: the protagonist is a non-human ship that wanders through the ocean. A few meters after starting the journey, she finds a mini-robot that she activates, the robot scans her and starts following her. Her function is to open a passage through walls of oceanic material, let's call it that, but also something more important: to accompany her on the way.

38:31

you start to trust it. These mini-robots are the example that persevering and never abandoning the person you have by your side makes reaching the goal much more than reaching it. I've rarely seen such a beautiful environment as the one in Abzu. The ocean is not just an ocean, it's the perfect definition of a "living world". Everything is in motion, everything is so vibrant and colorful that each of its ecosystems even feels vulnerable.

38:58

At first glance, this looks like a simple underwater trip. But there are a lot of species that are hard to believe. Look, here is the wiki table. I'm going to mention some, they are not important, but that's how I get to the 8 minutes and I can monetize the video. Of each species, there are hundreds of specimens that turn in the middle of the water.

39:17

dolphins, rays, more than 10 types of sharks, hammerfish, parrotfish, manatee, witchfish, sea horses, balloonfish, clownfish, sea stars, I don't know how many types of turtles, aquatic plants distributed throughout the ocean floor, fluorescent jellyfish that shake in unison,

39:36

even huge whales that you get close to and with which you start to descend very deep, to go down everything. After Rain World, Red Dead Redemption 2 or Monster Hunter World, Apsu is one of the few worlds that I saw that feels so f*cked up. Somewhere in the ocean, Apsu is still the same as it is up there.

40:11

After that mini-travel that the protagonist takes on the side of the whales, after exchanging looks with them, the light becomes more and more dim, and the depth reaches its limit. The colors are no longer so vivid, and the environment is much darker. Some hard and triangular structures are kept afloat, distributed randomly. They are structures that emit an electric discharge if you get too close. But beyond these things, the ocean floor is a place where remains are piled up.

40:40

remains of bones and ancestral jarrons consumed by the passage of time. Remains that remind you that no matter how nice it is to swim up there, life fulfills its cycle. An idea arises about the death of these creatures when the protagonist finds a shark that suffers an accident and is trapped in one of the electrifying structures. With great effort, she manages to lift all the machinery and the animal can leave, and now become her best friend.

41:07

The point is: there was a civilization. And it's not the first time you realize this. From the first minutes, not only in the ocean's background, you also find drawings on the walls and old buildings. While you explore that civilization, you question its history, about what could have been its fall. But the answers can only be conjectures, because the truth is never revealed.

41:37

It's your exploration the way you can get an idea of the past. Even though you can't access some places, like this wall for example, which you could access if our partner wasn't digested, many others depend on a minimal use of your ingenuity to get through. And I repeat,

41:53

A minimum use, because Abzu is a enjoyable journey, more than a puzzle game. In the first luminous tunnel to which the protagonist enters, she appears in a surrealistic environment, as if she were swimming on the surface of the water, in which, in the background, she releases animals to the surface. The reason for the state of that ecosystem before being revived is a mystery. Over-exploitation of resources, maybe? Contamination? Natural disasters? We don't know.

42:21

What we do know is that Abzu is not a world that is really alive in some corners, but it is a world that can be resurrected. Maybe it's not entirely clear to me, but a dead world seems to be that. A blank page, in which something can be written at any time. An isolated area that no one can enter, or rather, from which no one can escape. A place that everyone has forgotten, and returning to it is useless for anything but to understand a past.

43:00

A place without morals, where life doesn't matter more than the material. A limbo where each person prefers to die before going to the limit forever. But also a place that has beauty. A place where, even though a whole civilization has died, the remains show nothing but a story that was worth writing.

43:22

I would like you to leave your opinion in a comment, whether it's interpretations about one of these games, other examples of dead worlds, etc. Thank you very much for getting here, I send you a hug and see you next time.

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