![]() The developers were obviously full of ideas when crafting the story, but it really felt like they weren’t given the time and/or budget to properly explore all of them. A bunch of story threads are opened up in the process, but some of these remain unsolved by the end of it. You arrive at a new building or some other area, interact with it a couple times, and move on after it has served its story purpose. ![]() You’re given this town full of buildings and areas to explore, but you only ever visit each area once or twice. The main issue with Draugen is that it simply lacks substance. Sure, it’s supposed to be a shorter experience, clocking in at just two hours, but even then, it still felt like it could have been more. All of this works together with the game’s overall sense of unease to provide an atmosphere that really fits the type of story being told. On top of that, it also has a great soundtrack, nice environments, and some pretty cool weather effects. It takes place in a small town in 1920s Norway, a setting we rarely see in the medium, or any medium for that matter. In fact, the story here simply wouldn’t be as good without the atmosphere to match. Great atmosphere. A large part of why the mystery works so well is that the game makes excellent use of its atmosphere. ![]() The result is a mystery that keeps you involved throughout, even if it does have some problems (more on that later). It’s definitely a piecemeal approach, but it does a good job at only revealing bits of information at a time, preventing any sort of info-dumping. ![]() Over the course of the game’s two hour runtime, you’ll piece together scraps of paper, photographs, landmarks, and other smaller clues as you try to figure out just what happened in this small town. Fortunately, it does pretty good on this front, providing a mystery that, while simple in its structure, did keep me interested throughout. Interesting mystery. Given that Draugen is a walking simulator, having a good story is a must. ![]()
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