Translated by
Microsoft from French
Microsoft from French
This game is too good! It is an obligation to buy it! If you do not buy it you will miss your life! I've been too gets off and very freaked out too! I recommend it, the mechanics are superb, the game is awesome and the thing that pursues you is freaked out and we want to start again and again a game to improve! I'm kiiiiiiiiiffe! To the monk I do not spend money for nothing, serious I hope he will make the buzz! So cool! Buy! Please!
Translated by
Microsoft from French
Microsoft from French
EDIT: I invite people who click on a red thumb to argue constructively their choice in the comments.
My trademark being honesty and objectivity, I see myself in the obligation, despite my affinities with the developer Genomgames, to evaluate negatively this game. Let me explain why.
Basic, the concept of the game was really interesting. You wake up in a very dark complex and you have to wait to recover the memory to know how to escape. Two worries arise: you are not alone in the complex, and you have no real weapon to defend yourself, except a "Flashbang" which has a slight cooldown.
What I think was the strong point of the game was the linearity of the movement, something that had never been seen before in a horror game: left click to move forward, right click to go back in sight to the first person. It gave a "prisoner" aspect of his really stimulating movement, and we were moving cautiously. Yes, I use the past, because less than 24h after the official release of the game, the developer, having not assumed his choice of gameplay, decided to give in to the whining of the public "standard" (so the public unable to try to capture the mechanics of horror in a game), and has shifted its game in single FPS with movements in key ZSQD, thus allowing to have a "freedom" of movement in order to delight the simplest of mind.
Horror loses its flavor horrifying, and becomes a hypothetical "Emily-wants-to-play-like" which itself is a "FNAF-like". A copy of a copy, in short. The apprehensions of the appearance of the monster are much more manageable, his arrivals are predictable, and the old "slowness" of the character is traded against a "I can-rush-a-second-and-a-half-forward-of be-breathed-like-a-cancer-of-lung-stage-Terminal ". An impression of speed totally counterbalanced by a weighty and heavy atmosphere that no longer sticks with the gameplay.
As a result, this simple modification of mechanics makes the game completely paradoxical, and if there is a type of game where it is necessary to avoid the paradoxical, it is the horror game.
You can always look at what the game "before" changed the type of motion, on the occasion of a Playthrough that I had made a few hours after its release, but a few hours before its first update: https://youtu.be/0c141LD2B6Y