third person shooter game style on a worn, cracked sidewalk, a 45 year old psychiatric aide stands at attention, her bright yellow uniform and crisp white hat a jarring contrast to the eerie atmosphere of the atomic age. her eyes are fixed on some unseen horror behind her, her expression a mix of fascination and terror. the ligne claire style gives her figure a striking clarity, as if she's been cut from the same sheet of paper as the surrounding concrete and pavement. behind her, a glowing, radioactive symbol pulsates with an otherworldly energy, its tendrils snaking across the ground like twisted vines. the air is thick with an unnatural fog that seems to writhe and twist around her ankles, as if trying to drag her back into some dark, forgotten past. in the distance, the skeletal remains of a once thriving cityscape loom, the crumbling concrete and rusting metal a testament to the devastating power of historical horrors. the aide's gloved hands are clenched at her sides, as if she's preparing to defend herself against an unseen threat, while her eyes remain fixed on the horror that haunts her. the ligne claire style imbues every line and curve with a sense of sharpness and precision, making even the most mundane details    like the creases in her uniform or the cracks in the sidewalk    seem significant and foreboding. in this desolate, post apocalyptic world, the aide stands as a lone sentinel, guarding against the darkness that lurks just beyond the edge of perception. . over the shoulder view, cover mechanics, action gameplay