one of the sequences while you watched me and the moment I snapped the pyramid block into position my screen faded to black. It was all you now, Joel. It was my time to sit back and watch you explore what I had made. HM: So our immediate reaction was WHOA CREEPY because my once clean geometric world was suddenly populated with humanoid shapes. Each chamber in the sequence had figures in it like posed statues. Nothing moved and I was a little... uncomfortable getting too close to the figures at the beginning. But it was soon clear that we had constructed a series of frozen moments and it was up to us to make sense of the story implied in the montage. GB: I was enthralled I've got to say. Even if these stories or vignettes were difficult to comprehend and decipher. HM: So we played the whole game twice more after that, to assemble the other sequences, meaning we played through it four times in total. We spent ages debating what stories the game was trying to tell us. I think we came to the conclusion the three stories weren't connected. GB: I'm not sure we took away anything concrete but as mentioned earlier, I got the sense that the stories -- like the mechanics and the co-op element itself -- were about compartmentalisation, connectedness and the breaking down of that. There were depictions of families being reunited, couples forming and breaking up, people being imprisoned, running away