Needless to say the game is consistently enthralling, finding various methods of connecting dread and beauty together through its aesthetic and voice talents, entwining them in poetic fashion. My only qualms fall on what was probably time/budget restrictions the interior designs becoming a bit monotonous and the way some of the areas bleed together can be disarming. Simply hold R2 and over a few seconds, your walk will build into a sprint. It is an expressively funereal and thunderous experience. First, the good news: yes, you can sprint in Everybody's Gone to the Rapture. This game engages with annihilation as it is happening, and the intimate traumas and regrets and buried revelations that are unearthed when civilized society is pushed to the brink of oblivion. Or at least the end of "their" world as they know it. What's told here is a richly drawn tapestry of a town populated by complicated people reckoning with complex events the chief being the apocalypse itself. It's the massive scope that makes all the difference. With the luscious visual designs borrowing from Romanticist values and a breathtaking score by Jessica Curry, in ways this feels ahead of its time, achieving an overwhelming sense of isolation through the usual tropes of the "walking sim" genre. Undoubtedly something that deserves a sincere reevaluation given our contemporary woes and social unrest. A game of immeasurable power and relevancy.