The ending, reached after what would be a splendid timed puzzle if only the game worked properly, is a deliberate (self-acknowledged) anticlimax. A strange choice, but forgivable given that Vigil is episodic; part two is already in development. Just don’t expect your questions to be answered.
There’s about two hours of game here, spread out over a day’s increasingly violent frustration. It’s nigh impossible without a walkthrough (found on the game’s website), and while both visually and emotionally striking, it simply doesn’t work.





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