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![The town of light - 100 walkthrough The town of light - 100 walkthrough](/uploads/1/2/6/5/126556121/713427995.jpg)
Based on extensive research and inspired by real events, The Town of Light is a first-person psychological story adventure game set in the Volterra Psychiatric Asylum, based in Tuscany, Italy. Explore the asylum as it stands to this day and uncover the good and bad in human nature.
Submitted on 7/12/2017 Review title of DevilsDelusionDecentA interesting story on the horrific treatment of those sufferng mental illness in a time when little was know. The gameplay is pretty standard for one of these 'click on the object to progress the story' games, although the MC does suffer from hallucinations which adds a little more depth. This is very short, easily completed in a couple hours. Achievements are super easy. Recommed to purchase when reduced if interested in subject matter.
“There were two stones of the region: alabaster and the mad,” Angelo Lippi tells me, referring to the Volterra’s twin reputation for mining alabaster rock, and for housing the mentally ill. Lippi worked as a social worker at the asylum in its final years, until Law 180 (known as after its main proponent, psychiatrist Franco Basaglia) reformed Italy’s psychiatric system. He talks about the difficulties facing a town after the institution closed, about how it came to terms with its own history. It's a fascinating, dark history, and one that The Town of Light – despite the roughness of its execution – is dedicated to keeping.This intention makes The Town of Light infinitely more interesting than the majority of cookie-cutter shooters and brawlers. While it doesn’t quite settle on a balance between game design and documentary-making, it’s a sober piece of work that wants to tackle serious questions about Italy’s historical attitude to mental health.
More generally, it's a record of a building. The actual ruins of the Ospedale Psichiatrico di Volterra may be mostly abandoned, stuck in development limbo and cordoned off from visitors, but the virtual imitation is open to all. It raises intriguing questions about how games can be used to document real, inaccessible spaces, or to serve as records for both personal and national histories. “To not repeat mistakes, we should remember these stories,” says Di Piazza, when I ask him what he’d like to happen to the asylum ruins.“I really think this building should become something else, not be abandoned, but become a museum or cultural institution. It's a way to respect the humans that were here – to not leave it abandoned.”With the help of an Italian game studio, the buildings of the Ospedale Psichiatrico di Volterra have indeed become “something else”.
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