

The world you explore is beautiful and painted in rich color and the edges of the world are often broken and fragmented like you’re on a giant floating island and add to the surrealism. Often you had to stand in a specific spot to talk with them. It could also be difficult to interact with characters. The models of the characters are beautiful, and the way they traverse the surreal landscape pairs perfectly with the dreaminess of the world, but sometimes it pulled me away. The only glimpse you really get is in the game’s menu where you can read documents, letters, stories and other memories you find that are accompanied by a simple portrait of the character(s) it’s about. I found myself wishing on occasion I could see the characters in detail. Throughout the rest of the playthrough, as you maneuver through the surreal, dreamlike world, characters are colorful, 3D forms who move by disappearing and reappearing in a fluttering of pages. In most of the game, save for the beginning and end, Whit is the only character who is detailed with a face, clothes, and movement. The relationships you build in the game feel tangible, the emotions feel real, and there were several moments where I grinned in triumph or cried in sadness over moments with my favorite characters. Sege’s life was off the rails from the start by a mixture of his own doing and a father who was a bit of a jerk, and I wanted nothing more than to try and make him happy. I cared deeply for them – especially Sege. The characters around Whit are, for the most part, well written. He also stood up for his misunderstood artistic brother, Sege, whenever he got the chance and would often make sacrifices like declining a great job if it meant Sege could get it. In my 10 hour-long playthrough, Whit was a devoted husband who put his wife’s passions before his own and supported his children in their choices and careers. He can quite literally be who you want him to be based on the choices you make.
Where the heart leads us how to#
You also have to make more major ones like how to pick yourself back up after you’re evicted from your home: do you sell a piece of land your wife owns and move into the city or build an artistic treehouse that only you seem passionate about? All the choices you make feel as if they’re the right choice, but I always wondered what would have happened had I chosen differently.Īt the center of everything is Whit. Over the course of the game, you can decide between minor things like what toy to buy for your children: the inexpensive toy that will show them that fun can still be obtained when saving money or expensive toys that will break the bank but will bring them more joy. Where The Heart Leads follows Whit, a beloved husband, and father, who ventures into a sinkhole to save the family dog and descends into a surreal journey through time where he discovers he can alter his past, present, and future. Many games give narrative decision-making to the player, but the level of impactful choices here is really something to behold. There are moments that the game sometimes becomes bogged down with a lack of definitive direction with where to go, but overall, the game is very successful in its storytelling and presents a staggering number of choices. Characters you know and cheer for and want to comfort when they’re upset. Where the Heart Leads is a game for those who are drawn to stories that matter – stories that hook your gut and make you care deeply about the lives of its characters. It walks its own path, and we deliver it to you with the very best of hopes for you and your loved ones this year.” It is, however, a game for me. Even Todd Keller, director of the game admits in an interview with PlayStation that it “is definitely not for everyone, and we never wanted it to be.


In many ways, it’s an interactive visual novel. It is a very text-heavy game with no voice acting and few game mechanics besides walking around and clicking the X or Square button. Where the Heart Leads from Armature Studio is not a game for everyone.
