P.T. trapped players in a single, of a suburban home. Each cycle through the hallway introduced subtle, increasingly disturbing changes:
The game itself is a corridor. One hallway. One radio. One flickering light. One clock. One bag that moves when you aren’t looking. You walk from a starting point to a door, and the door returns you to the starting point. Over. Over. Over. But the loop is not a bug; it is the meaning. P.T. v12.08.2014