The game accurately conveys the ominous atmosphere of its levels, thanks to corpses and occasional scenes of personnel murder. However, the feeling that events unfolded instantly is emphasized by computers, chattering devices, and corpses. By the beginning of the game, all the staff is already dead, depriving the player of the opportunity to feel regret for them. I believe that adding more live characters to the locations, struggling or encountering robots, would give the game more dynamics and drama. Nevertheless, I liked the idea of 'talking corpses,' which stimulates the imagination. The game features worthy examples of addressing this issue, such as using chattering devices or speaking corpses, which complement past events and enrich the atmosphere.