You are in a research facility, confined to a wheelchair, and everything about the place is wrong. The architecture is oppressive. The silence is the wrong kind. Whatever happened here is written into the walls, and your imagination fills in what the visuals do not say directly. The undead are somewhere inside the facility, and you cannot kill them — you can only avoid them. The wheelchair controls are modeled realistically: movement comes from your hands, replicating the physical reality of navigating in a chair. That detail makes the game feel considerably more claustrophobic than it might otherwise be.