Translated by
Microsoft from Deutsch
Microsoft from Deutsch
"Vapour" is a First-Person exploratory horror shooter.
Purgatory. In that Intermediate world, we are on the road as Sorcerers. With the incredibly awful Name typical of Sorcerers and where everyone who hears it shudder: Charles.
From an Ego Perspective, we lush through the Levels and shoot from our Hands first only Fireballs, then later also other Elements such as magic Bombs. Thankfully, the Saying, which one has just been active, also illuminates strongly the otherwise cloudy Environment, sometimes blue, sometimes yellow-red. This rather successful Effect only partially consoles the Unity graphics, which are otherwise shining mainly due to mud and Ugliness.
The Game advertises two Claims: It is experimental and so creepy that you should not play it until 18. Both Claims are no more than Allegations.
Experimentally, the Game is not at all. Many Elements have often existed in other Games. First-person Magie-Combat has been mislegeated several times and otherwise you look for The Levels mainly for Levers, which are bloody arms here, or for Boxes of Potions that only replenish our respective "Ammunition." If that's experimental, I call myself Edison.
If the Developers mean the Time by the Time of 18, I can understand that. Because it's only turns dark that you really recognize something in the brown Graphic Porridge. Otherwise, the Horror Factor is reduced to the cheapest Jumpscares. Opponents and Area can only be described as silly and annoying. Opponents shrug around like Marmots on Drug. Otherwise, the Level Design makes you mainly not busy yawning too loudly.
Because Level Design is one of the Worst I've ever seen. In Spite of Hints, there is always the Question of where it will go on. Since the initially small Region is constantly expanding due to game progress, but the next object can also be found in the first Initial area, one is mainly busy with flanless browning and Backtracking. Two idiotic design decisions kill every Fun: First, the Access To the Places where it continues is often very hidden. Sometimes you have to crack on Roofs and do wild Bouncy actions, sometimes you find a tiny Through hole under Water in a long River.
Secondly-and this is even more idiotic-the Level Design is not linear, but the Course in which one has to do Things or find it is. This means that you can only do order by Order. And the Order after that is not yet accessible, although you may have already been to the Cave that contains the next Task. But it is only when the first one has been made (completely elsewhere) that a Lever suddenly emerges in this Cave out of Nowhere. However, we do not know what the Result is that you can search every Location again and again. Backtracking at its worst. Or Entrances are only to be opened once I have done something specific. A Door, for example, cannot appear at first, but then, if we have done something in another Building that has nothing to do with the Door, it already has to do so. This is just the nastiest Level Design.
And otherwise? The Opponents do not give hit Feedback, they also like to appear unexpectedly and unrelated. Boss Opponents are just annoying, especially in tight Courses, because you only have one Chance to defeat them with numerous Hits if you always run backwards, but that's not exactly easy in tight Courses. Constantly you get stuck and bless the Temporal. After all, the Sound is reasonably solid, though nothing Special.
Rating: 5/10 Atmosphere 3/10 Story 6/10 Graphic 6/10 Sound 5/10 Game Mechanics 2/10 Balancing 4/10 Game Pass Conclusion: Fear you only get from the alarmingly grotting Level design.
4/10 Overall Rating