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The end of an Obsession

Game description:

You wake up in an unfamiliar room, surrounded by thick velvet drapes and thorny vines that twist through the candlelit walls. The space is small, like something from a fairy tale that's lost its warmth. In the center of it all stands a woman dressed in roses, her gaze fixed entirely on you. As your thoughts come together, you realize you don’t even know your own name. The pain in your head clouds everything, and the only stable thing around is her. She speaks softly, but something about her voice cuts deep.

Choices That Do Not Feel Like Choices 

The woman wants something from you. She smiles when you say what she wants to hear and frowns when you try to resist. The game’s structure presents choices, yet all of them echo with the same message. As you go deeper into the dialogue, the responses repeat, creating a feeling of being trapped. The interface is decorated with roses and elegant fonts, but that doesn’t soften the sense of control being taken from you. Each line draws you closer to a role you may not want to play.

A Story Told Through Silence and Repetition 

The End of an Obsession blends visual novel elements with psychological discomfort. There is beauty in the background art and the sound design, but both are used to unsettle rather than soothe. The story doesn’t offer straight answers, and even the narrator shows signs of fatigue, as if they too are ready to leave. While the player might begin hoping to understand the truth, what they uncover may not be comforting. The game lingers in your thoughts, not because of dramatic reveals, but because of the quiet way it erases the line between affection and possession.

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