In one of Perception’s first scenes, a mansion appears from out of the darkness. Cassie, the game’s protagonist, walks through its front door. Outside the wind whips snow; inside it’s quiet except for the creaks of old wooden floorboards against the weight of her footsteps. Without needing to be told what kind of story is about to be told, the environment communicates everything about its genre. An abandoned house, old and huge, layered with decade upon decade of history will always be a ghost story in and of itself. Its halls and rooms contain eras past and present all at once, defying linear time like the spirits of the dead.