I brought the cartridge to work in my backpack, unable to leave it alone in the apartment. When I wasn’t playing, I was thinking about it—about the way the game seemed to anticipate my actions, about the sense that it was less something I played and more something that watched.
New areas unlocked without explanation. A town appeared, populated by NPCs that twitched and repeated fragments of dialogue. Some of them wore my clothes. One of them stood outside a pixelated version of my childhood home.
When I tried to ignore the game, things began to happen. My TV turned on by itself. Static filled my phone calls. I woke up with controller-shaped bruises on my palms.
The game introduced a new mechanic: CHOICES.
Each decision carried consequences that followed me into the real world. When I chose to “ignore” a pleading NPC, I missed an important call the next day—my phone showed no record of it ever ringing. When I chose to “help,” I found a dead bird on my doorstep the following morning, arranged carefully, almost reverently.
The most disturbing change came when the game finally gave my character a face.
It was mine.
Rendered poorly, eyes too large, smile frozen and wrong—but unmistakably me. A text box appeared one last time that night.
ALMOST READY. JUST A FEW MORE HOURS.
That was when I realized the game was no longer reacting to me.
It was preparing me.
Source: Some or all of the content was generated using an AI language model

No comments:
Post a Comment
Contact The Wizard!
(he/him)