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Introduction to Coma

“Coma” is one of those games that sneaks up on you. You start in a dimly lit hospital corridor with the hum of fluorescent lights overhead, and before you know it, you’re hooked on its eerie atmosphere and whispered backstory. It’s a point-and-click horror adventure that keeps things fairly simple in terms of controls, but it layers in storytelling, puzzles, and just enough spookiness to keep your heart racing whenever the lights flicker.

As you explore, you’ll click on cabinets, pick up scraps of paper, and piece together memories that feel fragmented—because, well, that’s the whole point. The puzzles aren’t insanely difficult, but they do force you to pay attention to tiny details in the environment. Every shift of perspective, every odd sound effect, hints at something lurking just out of sight. It’s not a combat game; it’s more about atmosphere and the slow burn of dread.

The writing does a wonderful job of teasing out character motivations, too. You’ll encounter notes from ailing patients, journal entries that seem to overlap with your own forgotten past, and voiceovers that make you question what’s real and what’s a figment of your imagination. There’s a palpable sense of guilt and regret woven into the narrative, and every new room you unlock tosses another piece onto the pile of unanswered questions.

By the time you’ve seen the ending, “Coma” has managed to carve out a little corner of your memory where it can linger. It’s short enough to play in one or two sittings but long enough to feel like a complete, haunting experience. If you’re a fan of atmospheric horror that leans on story and suspense rather than jump scares, this is definitely one to try—and just maybe don’t play it in the dark if you’re easily spooked.