4PM (PC, Mac, Linux)

4 PM styles itself as “a short, narrative game,” and by all accounts it manages both of those things quite well. My first playthrough only took 28 minutes (these 28 minutes include the time I spent turning the game off and on trying to fix graphical glitches). The narrative itself is centered around Caroline, a woman who works in an office and who also struggles with alcoholism. The game is structured around that alcoholism, showing us Caroline in hangover mode, drinking at a club and drinking while at work.
4 PM, concerning itself only with narrative elements couched in cinematic aesthetics, leans heavily into this alcoholism as a way of characterizing Caroline, and with good reason: She literally has no other character traits as a person. 4 PM could compensate for that by depending more heavily on its being a game, allowing us to explore Caroline’s office, talk to her coworkers and spend time at her home. However, because of a strange attachment to cinema’s pacing, we’re hurried through some clichéd and trope-laden items in those locations (a letter from Alcoholics Anonymous, a recording on her answering machine, bottles in the desk drawer) while barreling through the plot.
The game seems to be aware of the fact that it is riding a strange line between cinema and game, and it breaks up sequences of exposition with videogame elements. In one, you sneak out of your office to go to a bar. In another, you have to make it to the dance club bathroom before hurling. In each case failure means that you have to start all over again, going through some very rote motions only to be rewarded with more wooden exposition.