I had already tried some of the other Twine games and found them a little boring, but I decided to give one more a try. I clicked on the link, and advanced until I reached a page with a disclaimer. I read the trigger warning as the soft piano music played in the background, growing increasingly uneasy as I made my way down the page. I've struggled with bouts of depression in the past, but I ignored the warning and started the game. First off, I'd like to say that the game was incredibly well made. Clearly the creator put quite a bit of thought and effort into making it. As I progressed through the game, I began to wonder if it was almost a little too well done. Many of the issues with motivation and self-esteem that plague the game's subject are all too familiar to me. It got to the point where after each page of text I would an*lyze how similar my experiences are to the main character. I was thankfully able to discard these thoughts as the game grew darker and darker. The aspect of this “choose your own adventure” style game that resonated with me the most was the fact that not all courses of action were available to be chosen. As a player of the game, this made me feel utterly helpless at times, especially when all but one choice was eliminated. This helpless feeling was downright chilling at times, and I found myself making poor decisions in the game even when there were more positive options available. These choices that I made, such as declining an online friend's offer to help find a therapist, were not made with the hopes of satisfying some sadistic desire to see the subject suffer. Rather, the game had so effectively put me in the shoes of the crestfallen protagonist that I began to think what I would do, and I started to rationalize each of my decisions. Knowing the game had little to no visual element, I didn't expect to be affected much by its content. I was floored by the depth of emotion conveyed throughout the game. There are clearly advantages to using this medium, especially when dealing with a matter as serious as depression. I can only speak for my own experience playing the game, and that experience was influence profoundly by my history of dealing with similar, albeit less intense issues. That being said, I really feel as if this game could be very effective in educating people who aren't aware of what it's like to deal with these issues. If this game can be successful in putting those people in the shoes of the subject, then I believe the effect could be very meaningful. Furthermore, I think that I was able to benefit from the game. Playing through just once made me realize how difficult everyday life can be for people dealing with depression. It also made me realize how lucky I've been to have a stronger support system around me than the poor soul in the game.