Translated by
Microsoft from Deutsch
Microsoft from Deutsch
In "Statues," you play a Man who wakes up in a Hospital after a Car accident in the middle of the Night. After finding a Flashlight he scans the deserted Hospital for Answers and more and more he has the Feeling of not being completely alone in the Building.
"Statues" Is played from a First-person perspective and you can move relatively freely as with First-person shooters. As the Title of the Game already reveals, the Player is haunted by Statues. Yet these have a crucial Weakness: They can only move if they are not looked at by the Player. If you think now that you only have to try to have a Wall in your Back that is wrong. Because we have to blink in "Statues." Otherwise, it Could always be said that the Character Blinks whenever the Player has to, it is a crucial Component here. A Bar on the Game Screen shows us when to blink again. The less the Bar is filled, the more blurred the Environment is perceived. If the Bar is empty, we blink automatically, which can bring highly dangerous Situations and even the Passing of the Player. Therefore, you can also blink at any time, which also fills the Bar completely. As Far as I understand, the Bar emptiches differently at different levels of Difficulty. The Blink is always longer than in Reality, however, but this is a comprehensible Decision of the Makers, since otherwise the Statues would hardly have Time to move.
The Game is divided into several section/levels, which differ in every Way and change the Principle a little over and over again. Although there is the entire Game about Statues that hunt one, the constant Change of Place, the enemy types and the Tasks does not make it monotonous. Also, some Sections are very hectic and others require slow and considered progress. It is sometimes not clear why you have to do something now, but what needs to be done is communicated by The Game through text displays or the switchable List of tasks. So you don't have to solve Puzzles, but you have to find Objects or Press Switches. You can't go into More detail without betraying one surprise or another.
You can't save yourself at any time, but this always makes the Game in mostly suitable places. So you don't have to repeat everything, although not after every Action is saved, what the Gefhar would take through the Statues. If you fall victim to a Statue, the last Memory point is automatically loaded. In addition to the Storage Points, you can select each completed level directly in the Main Menu.
The Soundscape I found minimal but effective as it underlines the Loneliness of the Character. Fittingly, for example, a Choppers that occasionally appeared from time to time was fitting, which is supposed to illustrate the reckless Movement of the silent Statues. (Could swear you can hear the Steps from time to time.) Unfortunately, the Character remains mostly silent, even thoughts hardly exist.
Unfortunately, this is also reflected in the Story. This is interesting and has a few Surprises, but the Implementation is simple and is largely told by the Texts on the Loading Screens. The Atmosphere of the Game, on the other hand, is really great. This Loneliness and Helplessness is well conveyed. We are alone and must live in constant Fear of merciless Statues. Nor is it worked with ' cheap ' shock and Bloody effects, so it is not (in a positive Sense) a proper Horroplay game. For example, if we have caught a Statue, you will either be thrown to the Ground or you will see it in the Face with your last Breath. In Doing so, they remain mute and motionless, which seems freezing cold.
"Statues" also has Cards and unlockable Achievements at Steam, with the latter almost completely automatically achieved while playing through. Only two Achievements are optimal and require additional Efforts. (Where Only one Achievement is a real Challenge.)
In Short: Not only for Fans of a certain English Series! ;)