You’re there, staring through the eyes of the person in the cockpit.

You see the plastic casing spring open and the red button emerge.

You press it and listen to the sirens whirr.

Anya stands worried in a corridor, as Curly on a stretcher lies in the background.

You grab the steering wheel and yank it.

But the scene’s changed!

And you’re Jimmy, a bloke on a space freighter however many months before the crash.

A menu screen showing a bottle of mouthwash, with the option to use it.

After the captain’s actions, you’re now shipwrecked with very little hope of survival.

Still, you meet your crewmates who aren’t overly happy with the situation but surviving nonetheless.

Still, it’s how it presents you with scenes that grants the game a compelling cinematic shape.

A shot of the ship’s lounge, complete with a large projection of a blue sky.

It’s really quite something.

The Pony Express mascot in the lounge is pristine and people have provisions next to their sleeping bags.

Then the scene might switch and it’s weeks out from the crash.

As one timeline moves forwards, the other stays close behind.

Stuff you do with your hands?

The make-up of what you actually do on the ship is simple, but wonderfully tactile.

You never feel at ease.

On a couple of occasions, I actually turned to a walkthrough because I was genuinely a bit stumped.

One solution Imayhave figured out if I really put my two brain cells to work, but one other?

Nah, not a chance.

The only times you might, are when it doesn’t signpost those solutions well enough.

Go forth and swill your mouth out with this one, I say.