The way that Adios invites participation, even in the menial tasks of Farmer's day-to-day, is a huge part of what makes the game's gut-punches that much more impactful. Maybe that's why it never occured to me to call it a walking sim (that, and I've never understood the gamer impulse to force things into strict genre boxes): I wasn't walking and watching, I was participating, sharing some part of Farmer's life, which built a huge amount of empathy.

Thanks, as always, for Adios & and everything else you write.

-mediocrates

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