University of Applied Sciences Trier
Wolfgang Reichardt, Matthias Guntrum
The puzzle-platformer “In Between” illustrates the struggle of coping with death in a sensitive and emotional way. Based on insights from thanatology, the game carefully confronts players with the profoundly human inner conflicts experienced by the dying game character. Lying on its deathbed in a clinic, the character revisits periods of his life presented in fragmented memories, such as school graduation or the burial of a beloved person. Overall, there are five stages to be experienced telling the inner conflict of forthcoming death in interactive scenes. The game invites players to explore the mysterious world between life and death by delivering a touching experience that engages players playfully and emotionally while demanding strategic skills. The aim is to solve mind-bending puzzles by manipulating the surroundings and gravity itself.
Statement by the jury
What is outstanding about “In Between” is the idea of turning the topic of depression when facing death into a game play mechanism. The five psychological phases that the game character experiences are not only designed in different styles, they also require different ways of playing. The innovative approach turns this game into a true art project.