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However, he explains that Benny will be unable to stay within the memories, as they will flash forward as soon as he blinks.īenny then begins to recount his childhood growing up in a small, seaside town with his parents: Richard, an office worker, and Elle, an accountant and aspiring composer. To facilitate this, the Ferryman asks him to recount his memories so that he may be able to spin a tale for the Gatekeeper. If deemed worthy, Benny will be allowed to enter the Gatekeeper's paradise and the Ferryman will be rewarded if not, Benny will be turned into one of the seagulls that frequently crowds the boat. The Ferryman explains that he senses something unique in Benny, and is bringing him to the Gatekeeper for judgement. Benny is unable to speak or gesture, though the Ferryman is able to perceive his blinking, which becomes his primary mode of communication.
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Plot īenjamin "Benny" Brynn floats on a dark sea, before being picked up by a boat helmed by the Ferryman. The player can instead opt to play with a mouse instead of a webcam, as clicking will perform the same actions as blinking. This narrative structure was inspired by the 1949 stage play Death of a Salesman, which portrays the story partly through the protagonist's memories. The player's eye movements and blinking is registered by the game, as blinking is the player's main way of interacting with the game, including moving time forward an indeterminate amount of time in Brynn's life. The player must interact with Brynn's memories through eye-tracking technology to progress through the game. The player controls the recently deceased Benjamin Brynn on his way to the afterlife.