You control Youngho solely using the keyboard; the controls themselves are fairly easy to master and suits the game well. Since The Coma takes place on a 2D plane, Youngho may only walk to the left and right--with the A and D key respectively. You press the E key to interact with an object, enter or exit a room or hiding place, use an item, or walk up or down stairs. You toggle Youngho's flashlight on and off with the F key, reference acquired notes with the N key and examine the map with the M key. The map will always indicate Youngho's relative position with a blue symbol and mark points of interest with a yellow question mark. You access the--limited--inventory with the B key, and it is split up into two distinct halves; with separate compartments for usable- and story-related items. …show more content…
The game's interface displays context-sensitive pictograms that communicate which action Youngho may perform--for example, a hand symbol indicates he may pick up an item. The interface works incredibly well. The Coma's map is a useful and most welcome reference of the school's layout. However, it doesn't negate the need to memorize the locations of hiding spots, closed doors, interesting rooms, and so forth. The importance of memorization becomes abundantly clear when the killer spots Youngho, and in the navigational puzzle solving as well. The vast majority of The Coma's puzzles require Youngho to explore the school in order to locate items or information that allows him to proceed to previously inaccessible locations. Even with the emphasis on exploring the unknown, The Coma is rarely obtuse as it routinely provides the player with concrete objectives--often displayed on the map. The challenge comes from reaching your destination