The player’s initial fear that they might need to act quickly to defend themselves from some lurking supernatural horror becomes transmuted, by the end of the story, into the inevitable realization that their character has already lost her chance to act,
Reed ties in how the walking game is able to tell a story. To critics that said walking games lose the sense of agency, that isn’t true in the sense that the decisions and the paths the player chooses to follow gives the player understanding of the story. The use of misdirection by staging the game as a horror genre captivates the player to explore the house and see what is to jump out at them. This is then shifted into what the actual story is about, the feeling of abandonment and isolation of Sam from her family, and the player can only sift through the remnants of the home to piece the story together. This forces introspection onto the player.