reconstructed as a procedurally-generated island. But this fails to articulate its other-worldly fabulosity. I probably have to start making words up. Proteus is a difficult game to talk about. A game is the experience you have and never the compiled bytes of code flying over the internet. In the example of Proteus, that personal experience of feeling your way around the island is what the game is about. To tell you about it is to mar that experience for you. What I can tell you is that there is virtually nothing to do but walk around. So how can I explain to you why it's worth your time? After I'd played the old version of Proteus that Key made available in February, he sent me a copy of his latest build. I wasn't intending to play through it until later this week. But on Sunday afternoon, I found myself entertaining the Little Harbour Master on the PC for a few minutes and thought he might find the new version of Proteus diverting. A fascinating thing happened. Instead of the Little Harbour Master simply watching Daddy play, he participated and issued instructions about where to go and what to look at. We were exploring together . This led to a brainwave: the game reflected in a child's eyes would be the perfect way to convey Proteus' beauty without real spoilers - what a child sees in Proteus is not so different to what an adult sees. So I recorded our conversation