Six girls from nine to nineteen. One forest. One errand.
A dual mandate.
Go to grandmother’s house. Stay on the path.
It’s about growing up. It’s about horror. It’s about obedience and disobedience. It’s about the wolf, who rarely goes on four legs.
It’s about terrible things.
The Path isn’t a conventional sort of game. Controls are minimal, and the goal is unclear. Indeed, the goal is to discover the game and the story, and figuring out how to play is a part of that. The work itself mocks traditional conventions of gaming, even when it may utilize them for a space.
Obey, or disobey as you choose. There are consequences. Dire consequences. Tragic, and perhaps heartbreaking consequences.
If you’re looking for a quick and satisfying game, turn away. This one isn’t for you. Ditto for the easily bored. If you’re looking for a conventional game, this just plain isn’t one. If you’re looking for a skillfully told narrative, this isn’t that either.
But it is an interesting experience. A series of character studies given creepy flesh and form. Granny’s house is so darn creepy, that the forest seems almost inviting by comparison. That kind of reminds me of my own granny, actually.
It’s hard to talk about The Path without spoiling it, but … girls, wolves, terrible things.
Is it art? Quite probably, yes.