Jonathan from Awesome Games writes: 'One of the most common complaints I hear about linear, story-based games is “invisible walls”. To be honest, I’ve always preferred invisible walls over their close relative, contrived walls. Sometimes, it feels really weird and unnatural when every single street, alleyway, path and passage except the one I’m supposed to be going down is conveniently blocked off. I’d much rather my character just be straight with me when I’m trying to veer off the intended path and say, “Honestly mate, I just don’t have any reason to go there” before walking back. It’s a subtle reminder that the onscreen character is their own person and that, surprisingly, they find investigating a murder or saving their child’s life more important than my desire to look at a really interesting tree across the street.'