Skip to content
Recluse Studio
← Field notes

Navigation as the central action in ANATOMY, The Exit 8, and POOLS

ANATOMY, The Exit 8, and POOLS organize movement around different demands. Their creator records help librarians describe what players actually do and distinguish artistic disorientation from a service route that needs repair.

Three minimal pale route fragments suggest a house, repeating corridor, and pool edge, divided by blue watercolor and red ink interruptions across a dark scratched field.
Original illustration / OpenAI image generation

A person moves through a building. The movement may gather an account of the place, test whether the surroundings have changed, or continue through rooms with very little instruction. Those actions can look similar in a screenshot while asking different things of the player.

Kitty Horrorshow’s ANATOMY, KOTAKE CREATE’s The Exit 8, and Tensori’s POOLS make that distinction useful. The Atlas places their environments within its study of uncertain passage. A closer comparison needs to identify the action that organizes each route.

This is a comparison of creator descriptions and identified criticism, rather than a firsthand play review. It concerns the declared arrangements of the three original games, with no claim that their current builds have been tested on a particular device.

For librarians describing a game collection or planning a session, those arrangements are valuable information. A reader needs to know what they will be asked to perceive and do, as well as what kind of place appears on the screen.

A route can assemble an account of the house

The creator page for ANATOMY asks the player to explore a suburban house, collect cassette tapes, and study domestic architecture through a bodily vocabulary. Its instructions also identify multiple endings and a reason to return to the game.

Movement therefore has a relation to gathering and interpreting an account. The tapes are something the player seeks within the environment, rather than background information supplied wholly outside the action. That gives a library description a more precise center than the presence of a haunted house alone.

Amy LeBlanc’s 2024 article in Game Studies examines the game through Gothic access, disability, and illness. She interprets programmed failure, changing text, and the house’s bodily relations. That is a critical reading with a particular framework, rather than a clinical claim about what the game simulates for every player.

I would keep that criticism available beside the game’s own description. A participant can then distinguish an action the creator identifies from an interpretation of what that action means. The distinction gives the discussion more material without forcing every participant to adopt the same reading.

A route can require a repeated judgment

The official description of The Exit 8 gives an explicit rule: inspect the passage, return when an anomaly appears, and continue when it does not. This is KOTAKE CREATE’s original 2023 game, distinct from later related releases and film adaptation.

The route makes perception consequential through that repeated decision. Forward movement by itself is insufficient. A player has to compare the current surroundings with an account of what should be there and decide which direction the rule requires.

That arrangement differs from collecting tapes to develop an account of a house. Here the declared instruction establishes a relation between a noticed difference and the next movement. An explanation of the game should preserve the rule rather than reduce the experience to an endless-looking corridor.

A library programme could use a lawful, locally available demonstration to discuss the evidence for one turn, asking participants to distinguish a feature they noticed from the inference they made about it and then identify how the rule connects that inference to their chosen direction.

Whether that activity serves a learning aim would need local evaluation. The creator description establishes the rule of the game, not an empirical finding that playing it improves observation or information literacy.

A route can leave the player mostly present

Tensori’s official POOLS description emphasizes looking, listening, and exploring. It identifies some mazes while describing relatively few tasks to solve, no pursuing monsters, and an environment without dialogue or a conventional interface.

The creator also explains how sound and echo change between rooms and how water affects movement. Those details give navigation a bodily and perceptual arrangement without requiring an enemy to make the next room consequential.

Compared with The Exit 8, the stated demand is less explicitly organized around a binary judgment. Compared with ANATOMY, the description does not make collecting explanatory tapes the central action. The comparison concerns different declared structures of movement, not a ranking of their artistic value.

For readers, the differences can guide a choice. Someone interested in interpreting a supplied account, following a detection rule, or exploring with sparse instruction may be looking for a different kind of encounter despite a shared interest in liminal environments.

The labels should also name relevant content and perception demands. Use the creator’s notices, including ANATOMY’s warning about distorted and flashing imagery, then check the actual local build before making accessibility or compatibility claims. A store’s platform listing cannot prove the session setup works.

Describe the action before borrowing the atmosphere

The IFLA Library Reference Model includes selection among its user tasks. For these games, selection benefits from a description of the activity: what the player follows, gathers, compares, or explores.

A small collection review could inspect whether each game record tells a reader enough about that activity to make a choice. Keep the source of the description visible, especially where staff have relied on creator records rather than direct play.

There is also a useful limit on borrowing the aesthetic for a library service. An artwork can make disorientation part of its purpose. A route to a promised library resource has a different purpose, which the institution should be able to state and inspect.

If a service route keeps sending someone back, observe the actual task and find out what requires the return. The game comparison gives us a question about movement; the reader’s task supplies the condition by which the library should judge its own route.