Locked-In: an engaging sprint to the truth behind an afflicted executive woman’s life

When it comes to visual novels, there are a few critical pieces beyond stellar writing that need to be in place if you want a player to remain invested in your story. And Lucky Special Games’ Locked-In does a fantastic job of gathering assets to do just that.

It shouldn’t feel like a chore to watch the words crawl across the screen while a static image representing a character delivers their lines. The game has to engage the player and give them a reason to invest their time; there are many who might typically prefer to just read a book.

But I would find it difficult to believe that a player could run through a couple of Locked-In’s eight endings and still think they could get the same experience elsewhere. The combination of its eerie silhouettes with a dash of colour on an accessory to represent each, surprisingly, well-developed character really goes a long way to quickly make you care about their motivations.

Locked-In 1

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