Some corners will never be lit up, some stalactite formations may only ever been seen at their lowest, most abstract resolution, some chambers will have every inch mapped. The cave system is pre-designed rather than randomly-generated or anything like that, but every player will wave their LIDAR around in both subtly and significantly different patterns. This is one of the most strikingly beautiful games I've played in quite some time, and the sense of wonder is amplified by the fact that, to some extent, you create the world yourself. There is no light down here, natural or otherwise, but you carry with you a LIDAR scanner and a Vive-like headset which enables you to see the world as an array of rainbow-hued dots formed as you pass the scanner over your surroundings. The scenario: you, as an unnamed cave-explorer, embark on an exploration through a system of abandoned underground tunnels, discovering the remnants of those who used to live, work and oppress here through the ages. But though Scanner's central conceit - using a laser scanner to 'paint' dot-array colours and shape onto your pitch black, subterranean surroundings - is gloriously atmospheric, it lacks the lightness of touch needed to achieve the emotional clout it so clearly wants to have. A beautiful and novel game suffering from something of an identity crisis, Scanner Sombre is the latest from Introversion Software, making a play for artfulness after a few years of successfully popularising themselves with Prison Architect.