Like its titular artistic zeitgeist, No Wave places emphasis on jagged textural substance over narrative and stylistic fluidity. In lieu of offering a clearly marked trail of narrative breadcrumbs, No Wave invites players to tease out meaning from its maniacal imagery and sparse gameplay. Jim, like the player, enters an underground no wave club as a stranger open to new experiences even it means slipping into the kind of sordid back alley venue that promises a night of sinful recklessness. The bouncer offers red or green “candy,” hallucinogens that alter your experience interacting with the handful of things within the club and informing the overall aesthetic in a feverish trance of effervescent lights and color.
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