Skip to content
Saturday 29 August 2026London --:--Frankfurt --:--Zurich --:--
NewslettersSearchEN · DE · FR
MorningWire

European business, markets and politics

FTSE 100
10,824.26
+0.29%
DAX
26,569.99
+0.77%
CAC 40
8,401.18
+0.98%
STOXX 50
6,485.67
+0.95%
  • Europe
  • Markets
  • Business
  • Economy
  • Regulation
  • Politics
  • Opinion
More
GermanyFranceEU InstitutionsCompetitionPublic AffairsBankingTechnologyEnergy
  • Germany
  • France
  • Europe
  • Markets
  • Business
  • Economy
  • Regulation
  • Politics
  • Opinion
  • DE
Wednesday 02 September 2015 2:32 pm  |  Updated:  Monday 29 July 2019 4:19 pm

The rise of the walking sim

By: Life&Style Writer

Add as a preferred source on Google

Walking. Everybody’s doing it. Striding here and there, flouncing up and down flights of stairs, marching wherever they please. What more proof is needed of walking’s supremacy than that, as soon as we learn how to do it, we promptly forego all of our previous methods of getting from place to place. Crawling? Old news. Rolling around on our stomachs and tumbling off soft furnishings? Simply inefficient in this fast-paced and demanding world.

Nope, walking is where it’s at, and the rapid rise of a genre of videogames seemingly centred around it gives credence to the notion that it’s humanity’s preferred mode of getting about. Last month’s release of the PlayStation 4 exclusive Everybody’s Gone to the Rapture invited players to the fictional and entirely gunless Shropshire village of Yaughton, a giant and idyllic chunk of British countryside mysteriously bereft of its recently departed inhabitants. Everybody, as you could probably guess, has hurriedly popped off to the rapture with nary a word of warning.

The game, developed by Portsmouth-based independent studio The Chinese Room, is a first person experience entirely anathema to the genre’s typical gun-blasting mega-violence. Where you might expect to find armies of mutants, or Nazis, or mutant Nazis, you’ll instead find photorealistically depicted thatched cottages and abandoned homes littered with the varied and detailed minutiae of an everyday life suddenly left behind.

Your goal in this quiet world is to investigate and to explore rather than murder and dismember. You open cupboards and uncover notes, revealing the game’s softly paced narrative through audio records and environmental clues, and slowly piece together precisely what dragged this sleepy village into apparent oblivion. Dry grass crunches underfoot, silence is cut short by ringing payphones. The entire world is built to be looked at, listened to and walked through, and it’s that degree of sedated interactivity that’s earned the game, and others like it, the perhaps unfairly reductive label of “walking simulators”.

Everybody’s Gone to the Rapture builds on the studio’s previous work in creating snail-paced experiential games about wandering around desolate surroundings. Dear Esther (PC, 2012) dropped you into a bleak Scottish island somewhere in the Hebrides, with little more than the relentless monologuing of an unseen and oppressively morose narrator, who reads a series of letters to his dead wife, to guide you. On the other hand, Amnesia: A Machine For Pigs (PC, 2013) offered a little more for players to do, trapping the player in a puzzle-heavy survival horror nightmare beset by marauding manpigs. Which is, for videogames at least, far more ordinary than poking about a pub garden in Shropshire.

The rise of this kind of first person experience, especially among the current clutch of independent developers, largely stems from an open frustration with the industry’s big-budget first person shooters, with which smaller studios can’t possibly hope to contend. The Vanishing of Ethan Carter (PC, PS4, 2014) eschews the explosions and death and gore and maddening gunplay of Call of Duty in favour of yet another abandoned world, this time in a wooded and oddly corpse-addled region of rural Wisconsin.

Thematically, many walking simulators are linked by their notable lack of other characters to interact with. That’s no fluke, but rather a direct reflection of these cash-strapped indie studios’ lack of resources, and their ability to work around these restrictions while still creating a compelling and realistic world to exist in and explore.

Animation, artificial intelligence, rendering believeable looking human faces, bodies and clothing; it all becomes unnecessary when you’re the last known survivor in a deserted world. Which is why it’s hardly a surprise that upcoming games in the genre are following this well worn formula of lonely desolation, too. Adrift, scheduled for release this month on Xbox One, PlayStation 4 and PC, is a first person astronaut simulator set aboard a ruined space station in which, you guessed it, you’re the only person left alive.

The closest we’ll get to a videogame adaptation of Gravity, Adrift will have you solving puzzles, repairing broken bits of space-machinery and uncovering clues to piece together the events leading up to the station’s destruction. Just don’t expect to spot any 3D Clooneys up there.

Share this article

  • Facebook
  • X
  • LinkedIn
  • WhatsApp
  • Email

Similarly tagged content:

Sections

  • News

Categories

  • Tech

Trending Articles

  • Pensioners to hand over bank statements in government benefits crackdown

  • Jamie Carragher: HMRC petitions for Sky Sports star to be declared bankrupt

  • Brewdog founder James Watt hits out at ‘total silence’ over new venture

  • Lloyds Bank and Halifax users unable to use app in latest outage

  • As it happened: FTSE 100 falls but Nasdaq soars after Nvidia sales boom

More from Morning Wire

  • Why the Loire Valley is about so much more than fairytale castles

    Life&Style
    Château de Villandry in the Loire Valley, France, with its famous ornamental gardens and pink roses in bloom.
  • Banning vape shops won’t fix scuzzy high streets

    Opinion
    High street vape shop Ecigwizard next to Costa Coffee and Subway, with people walking and sitting outside.
  • Hammersmith Bridge is a test for Burnham’s place-based growth

    Opinion
    Hammersmith Bridge closed in 2021 with fencing, banners, and traffic cones blocking access to the walkway.
  • Luis Figo: ‘Deceitful and cravenly self-interested’ Infantino must quit Fifa now

    Sport Business
    Gianni Infantino and Luís Figo smiling, walking outdoors with security, on a wet day.
  • Brits think supermarkets are profiteering – despite slowing food inflation

    Retail
    Shopper with red backpack and blue basket walking through a supermarket aisle filled with groceries
  • Morrisons pledges to slash prices as price war intensifies

    Retail
    Shopper holding a basket filled with Morrisons groceries, including tortilla chips, bread, and flour, next to an Unbeatabl...
  • Wimbledon won’t slap sponsor on new show court but eye US growth

    Sport Business
    Wimbledon tennis court with players in action, surrounded by a cheering crowd under clear blue skies
  • Heineken-owned pubs group faces probe over eviction threat

    Hospitality
    Hand holding a 4-pack of green Heineken beer cans with red stars and white lettering
MorningWire

Independent European business, markets and political news for decision-makers.

Morning Briefing

Europe

  • Germany
  • France
  • EU Institutions
  • Europe

Business

  • Markets
  • Business
  • Economy
  • Regulation
  • Competition
  • Public Affairs

Editorial

  • Opinion
  • Editorial Policy
  • Corrections
  • Contact

Company

  • About Morning Wire
  • Privacy Policy
  • Terms of Use
  • Cookie Policy
© 2026 Morning Wire Ltd · Published by Morning Wire Media, Bahnhofstrasse 65, 8001 Zürich, Switzerland
Privacy · Terms · Cookies · Facebook