Within’s barren environment silently shifts and reforms, revealing fresh apertures or subtle dips in topography with which to lose oneself in again. The introduction of the game locates the player in a small chamber without exit, awaiting change and a chance to escape. No objective marker directs the player. Rather, as in a dream, one simply scours the area for answers in nonsensical spaces that do not physically make sense. Circling back to familiar rooms is to be expected, and substantial progression feels non-existent.
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