The Path is absolutely beautiful. From the grainy greys and greens of the forest to the pinks and reds of the sky to the whites and pinks of the flower field to the brutal reds and blues inside grandma's house, there is tons of vibrancy and variety here to behold, perhaps peaking at each Girl's "ending" (you'll just have to see those in action for yourself).
Part of its beauty lies in the gameplay mechanics and how these intertwine with the visuals. Depending what's happening on screen, drawings or 3D images may appear, for artistic reasons and/or to indicate the player can interact (or is interacting) with a person or object. It's kind of hard to explain, but you can get a better understanding from the first couple of screenshots here:
More, all of the menus and indicators in the game are hand-drawn, or at least appear so. It's little touches like these that really add to the experience as a whole, resulting in, I have to say it, what is largely an interactive painting.
In terms of audio ("the language of the forest", I like to call it), The Path is a very special and unique game in this respect, too. In the forest, there is one 'song' often playing, depending on where you are. I'm still trying to figure out how they did this, as the song never stops when you're not in any designated location, yet it is certainly not looped. Essentially it feels like it goes on forever (perhaps this is some kind of surreal nod to their previous title The Endless Forest -- the mounted deer heads, are, no doubt), but I say that with nothing but positive connotations. As time goes on and depending on what you are doing, and where you are, the song mutates and evolves, too, and blends with the sounds in the forest, an experience I've since learned is different every time.
Part of the game's soul, here, is musician Jarboe, who did the game's soundtrack. The launch trailer is an especially great indication of just how much she brought to the experience (again, watch til the end):
One of the most profound aspects of the audio is the very lack thereof: silence. There are no real voices in the game (discounting the music). This could seem like a bad thing, but rather, combined with everything else mentioned, produces the feeling of living in a silent movie, and in some ways, a book. For example, as you encounter places and objects and people in the forest, words will appear on the screen, representations of the Girls' thoughts. Some are quite humourous (Carmen has some rather interesting secret desires), but much of it is rather poetic, like when the teenage Rose finds some bullets near a decrepit stone building and takes one for her basket: "One less bullet means one less death." Or when the young Ginger enters the cemetary and thinks to herself, "People die. It's hard to imagine for a kid like me. They die and we put them in the ground. Like flowers."