Bound takes the player into a fantastic dreamscape symbolizing a woman revisiting her childhood memories.
Now, as you may notice, that is quite a short summary, but why is it so short? Simply put, Bound’s narrative is a story best experienced without a lot of prior knowledge beforehand, as the story leans on the fact that the player tries to understand the meaning of the story as they move throughout the game, which is an idea that is easily lost once you gain knowledge of the plot prior to your play through.
The fun thing about the game is that I spent a lot of time speculating about what this fantastical world symbolizes within the world of our real-world character. Everything connects, even though it may not always seem as apparent at first, and it makes Bound a slightly more interactive experience as going through the storyline feels like a gameplay element at times, which adds an extra needed dimension to the gameIf I’d have to point out any weakness within Bound’s narrative, it’s that the storyline feels rather unresolved at the end, which arguably feels like it could symbolize the fact that the game wants to be as ambiguous as it can be about the resolution of the story, but in practice it does feel rather rushed, and creates kind of a “that’s it?” feeling as the game ends on quite an abrupt note.If there is any specific aspect that you’d have to note as Bound’s greatest strength, it’s the amazing visual presentation that Plastic Studios and Santa Monica have been able to create for this fantastical dreamscape. The first things that really came to my mind in the opening levels is the fact that the game is essentially a collection of fantastical paintings, mixed with hints of M.C. Escher and Inception-like dynamics that created a real sense of awe as you set out to explore this imaginary world.