Gormenghasp
Initially,Lorns Lurefeels like an escape.
I will do well here.
I will jump off things and scamper up things and go wherever I like.

I will take screenshots from the heights, and make gravity my friend.
But gravity is not my friend, and Lorns Lure (out now on Steam) isnt a playground.
Thankfully, those respawns are generous, to the point of flattering.

But Im also belabouring the fundamentals because Lorns Lure makes first-person platforming feel new again.
New and eldritch and, at times, perfectly maddening.
It avoids the starker, glitzier signposting of games like Assassin’s Creed andMirror’s Edge.

But they are there, artfully positioned to intercept the eye, and their spartan presentation makes them fascinating.
There are walls you’re able to climb on, and many others you cant.
The platforms are often so narrow that standing on them feels like cheating.

When you complete a chapter, each attempt is described as a failed simulation.
How straightforwardly does Lorns Lure intend that to be read?
Encountering a new species of texture, an exotic hue of concrete or steel, is a story event.
What could lie beyond?
In short: consider me thoroughly lured.