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103 Hours played
Emily is Away, quite the gem of 2015 - if not the most shiny gem of 2015, is a very simple and straightforward game, that allows you to play as one of the many "PC", a person you'll get to fully build the way you desire, by adding not just a name, but also a screen name, an icon and no less than three different way to react to the discussion you're engaging with your longtime friend: Emily.

From a distance, it seems like the game would be a harmless gimmick, a quick reminder of those horrifying days of Hotmail Messenger and vapid, pointless conversations you used to humor. Add a touch of nostalgia, a common story amongst old teenagers/young adults, and it appears that a game is born. And, for all you know, this might be all there is to it; but, if you would grant Emily is Away a little more attention, it can only dawn to you that the game accomplishes so much more.


Let us start with the basic: an extended social commentary on our behaviours and the way we interact with each other. Having to choose between three predetermined options would be normally considered a drawback, but it allows the author, Sir Kyle Seeley, to deliver quite a few statements.
The most obvious one would be the errors, corrections and even changes of heart the game displays. Often enough, PC decide to write a sentence in a specific way, using unique words, but once the sentence is actually written, PC decide to go back and adjust his wording. It demonstrates several things: first, it "betrays" a certain level of nervouness, as it is proven when PC have to confront Emily on several touchy issues, such as relationships, relationships, relationships involving PC themselves, or even relationships. PC are well aware that a mistake, ever so little, might be fatal and would lead to quite the tragic end. Therefore, they must constantly make compromises, choosing to soften, deflect or even conceal part of their intentions in order to keep Emily happy. On top of that, the "instant messaging" does not help the anxiety, as discussions tend to go fast, and once the message is sent, it is too late to take it back.
Second, it makes quite the statement about honesty, and how we might decide to sacrifice it in the name of loyalty. Some things might be true and perhaps should be read, but for Emily's sake - or PC's sake, they are simply not written. The first impulse is not to hide our own feelings, and to be completely open with the people we trust; but, PC prove to be quite empathetic, and will often pander to Emily's sensitivity.
Finally, it is most obvious that Emily is also feeling the same way towards PC, as evidenced by the numerous - cleverly placed - "emerly35 is deleting.." throughout the game. The social obligation of watching your tongue is well applicable, even in a situation when the two parties are not even sharing the same room.

You'd think this is only a small aspect of the game, but it ties in with one of the biggest idea behind the concept: the the weight of consequences.
The first clue of this is fairly obvious; it is the gameplay itself. The story articulates itself around those vast three choices you have to make once in a while. Were you to choose to go to a party, the game will take it into account. Just like it would if you decided not to go to a party. Every choice matters and opens up a realm of new possibilities, or, at the very least, two.
But, at the same time, it should be noted that not every choice seems to matter. Indeed, the game features a large amount of icons to customize your playthrough, a huge amount of them being direct pop culture references. A statement about the fleeting high of those musical, movies, celebrity hits, that are bound to be forgotten and replaced only a year later? A reflection on time itself, that seems to hold such importance to us as individuals, and yet is meaningless within the global scheme.
Although it does seem to affect Emily in a small way, the choice here is not exactly relevant, but it is to PC, since they made the choice anyway. Perhaps it is because we, heroes of our own stories, are simply incapable of forseeing what will or won't matter. Is there such a big difference between hanging in your dorm room with your friend and hanging on the lawn with your friend? Between the John Cena icon and the Kappa icon? We, as players, are blessed with the unique gift of all-knowingness, and can therefore identify what does and doesn't matter; a rare power that PC do not possess.

But really, this is only a window to our next point, for all choices that will impact PC's future are directly linked to it. The focus of the game itself. Emily "Emerly34".
Emily is PC's friend, and she has been for a while, it seems. Her physical appearance, her voice, her talents and many other traits are still unknown to PC, and yet, PC are unable not to be related to Emily, even in a small way. Somehow, PC are hooked and will go through any kind of sacrifices to stay within Emily's reach, and appeal to her. PC will check her status to see what music she likes, what depressive poetry she currently enjoys, what boy she would rather spend time with than our genderless PC; all of those informations, harmless at first glance, are food to the machine that are PC, which only function to adapt themselves to the Emily in the present.
Which brings up perhaps the most important question of all: what is Emily?

It is indeed a person, but is undeniably so much more. It is the concept of volatile emotions, of attention seeking and of desperate attents of the teenage mind to be considered and respected as unique. It is the very nature of fragile love, which one cannot comprehend nor control, which will please and hurt seamlessly, only to lead to the unavoidable wasteland of sadness that will, at some point, fertilize new hopes. It is the idea of time, of precise eras, of relativeness, of what used to be important but is not anymore. It is the social being, the mask one puts on, the sets of rules and restraints that constitute our links to each other. Emily is everything, and, therefore, it will eventually become lesser, until it is but one single thing again: Emily. Or, that would be the case, if we could consider Emily as yet another person in PC's boring lives. But she isn't.

Because on top of everything, Emily is, in fact, a person. A person that wields true horror, a terrifying power to control one's mind and to bound them to her will. Emily is a person, and yet, she is the entire existence of a PC. All choices revolve around her. All emotions are decided by her. All stories follow her lead. All paths revolve around Emily, and it is up to Emily to decide when they fall apart. Emily is Silent Hill's most accomplished monster; the one that has taken over everything that makes PC what they are. And, finally, Emily is ruthless. She will take every bit of consideration PC have to offer, and once they are dried and empty, she will simply dispose of them by walking out of their lives. And so the cycle begins anew, starting at Chapter One again.
It is unknown what has pushed Emily over the edge, and has made her what she has become. But, whatever it might be, one thing is absolutely certain: it has not left Emily's memory, not even for a second.

Because, in the end: Emily will remember that.
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