It took ages to notice that Anne doesn’t have a health bar.
A pair of mechanical wings expand her jump distance, and when a jump is mistimed they pop from her back at the last moment, helping her not to fall. Be that as it may, when players goof in a level where she doesn’t have the wings, Anne hits the ground, at that point shakes and then stands up and cleans herself off. Regardless of what position she tumbled from, she’s fine. There’s no health bar and Anne can’t kick the bucket.
That is on account of Forgotten Anne being more worried about recounting its story than sending you back to a checkpoint. Regardless, it chugs on dependably like one of the old trains that connects its modern city together. To back up the metaphorical train for a second, that setting will require some clarification. It’s inhabited by forgotlings, who are lost items from this present reality that have become animated and grouped together in this dingy otherworld. A city loaded with talking garments, toys, furniture, and devices, all changed into wide toon characters. That’s an idea right there.
Some of the time Forgotten Anne feels like it could simply have been a motion picture, yet we’re happy it’s a game. When we’re meandering around a bar run by a fridge in a fez addressing shady machines or investigating a train station to make sense of which of the staff is covertly a rebel, the intelligence matters. It could have been a mid-level Miyazaki motion picture, yet the reality is it’s a game and its spaces can be looked at and examined. We needed to invest more energy there simply like we needed to invest additional time in the realm of Spirited Away. We needed to discover much more about the Forgotten Lands—like, what do they eat?— and were glad to just be in those spots, regardless of whether the controls weren’t immaculate and a portion of the game came up short.