Home to myriad experimental interactive pieces, the PS3 served as fertile ground for developers looking to stretch their legs in a different direction than AAA had typically allowed. Microsoft and Sony went back and forth, cultivating marketplaces stuffed with interesting and unique titles, courting small teams and individuals to produce content exclusively for either platform. In the case of Sony, some of these endeavors veered into territory fairly unknown for mainstream audiences.
Enter Linger in Shadows. Developed by Polish group Plastic, the title was adamantly touted as “not a game” by senior producer Rusty Buchert. Despite interactivity and trophy support, Linger in Shadows was positioned as a piece of interactive digital art. While only $3, games journalism at large rebuffed it, baffled as to why such a short-form experience would cost money in the first place, much less be pushed by Sony themselves.