- September 26, 2019
- Sigur Studio
Repressed
Platforms
About
Repressed is a puzzle-adventure game in which you travel through your memories. Play as a shadow that's on a journey inside your mind. Find answers to the questions bothering you. Navigate the maze that is your memory, and ease your mind in the process. Be careful not all memories are worth revisiting.










- Unique gameplay mechanics that involve playing as a shadow, offering a fresh perspective on platforming.
- Engaging and emotional narrative that explores psychological themes, enhanced by excellent voice acting.
- Visually appealing minimalist art style that complements the game's atmosphere.
- Boring gameplay with uninspired design and poor level layout, leading to a lack of engagement.
- Controls can be frustrating and difficult to master, causing disorientation for players.
- The story feels shallow and lacks depth, relying too heavily on narration rather than visual storytelling.
story
21 mentions Positive Neutral NegativeThe game's story, centered around psychological themes, has garnered mixed reviews; while some players found it engaging and unique, others criticized it for being overly simplistic and poorly executed. The reliance on voiceover narration to convey emotions and plot points, rather than utilizing visual storytelling, detracted from the overall experience, leading to a perception of laziness in its narrative design. Despite its interesting premise, many felt the story fell short of its potential, overshadowed by uninspired mechanics and art direction.
“Once I got into the story, I was hooked, as I have a bit of a soft spot for narratively driven linear experiences.”
“The story is psychology-based, so if it's the kind of stuff you like, you'll enjoy it a lot.”
“Delving into the repressed depths of the mind provides plenty of opportunities to tell an immensely profound and intriguing story.”
“The game suffers because the art direction is so incapable of delivering any of the mood or story that the voiceover narration has to carry the entire story, including telling you how you are feeling about any random object you come across.”
“It's the very definition of telling, not showing, and for what should be a walking simulator mood piece, it's failing to live up to its most basic strength as a game to not use its visual and interactive elements to in any way further the story.”
“As it stands, the story element of the game detracts from the experience for me and I’d even go so far as to say it felt lazy and is detrimental to a title that could potentially have been a ground-breaking little puzzle game.”