Most video games put you in control of a strong, powerful character, ready to crush their enemies. That’s not exactly the case of Junon, The Wreck’s main protagonist. In fact, the first time you meet her, she’s… passed out on a hospital toilet floor.
This first encounter sets the tone: Junon’s having a hell of a day. She just learned that her mother, Marie, had a stroke and is now in a critical condition. And unbeknownst to Junon, Marie has designated her as her trusted advocate. Junon is going to have to make very important decisions on her mother’s behalf – and she’s not exactly thrilled.
You may wonder how the game tells you that. The thing is, with The Wreck, we wanted to make a game about intimacy, a game about how people feel, and process the things that happen to them. That’s why we decided to allow you to gain access to Junon’s reflections and feelings. When a thought pops up in her mind, it appears on screen in the shape of a big word. Activate it and you enter her mind, investigating how she reacts to what’s happening.
But as we wanted you to really connect with Junon, we thought a good way to achieve that would be to give you a way of influencing her directly. That’s why, from time to time, you’re able to orient her thoughts in a direction or another. Doing so is important because it’ll allow Junon to come up with new ideas, and thus new dialog options in the conversations she’s having.
But sometimes, helping Junon explore her feelings won’t be enough to progress. When confronted with particularly tough questions, she won’t be able to face them and she’ll decide to leave the hospital instead. Sadly, driving while upset generally isn’t a good idea, and it will inevitably get her caught in a car accident.
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