Wait - Extended reviews

Translated by
Microsoft from Russian
For me this game is really a masterpiece. For quite a short time, she manages to capture the player and captivate him with history. Of The features I can note the need to pass the Game 5 times, to understand the full story and final ending. The Soundtrack is great, really comes to the game, and in some cases brings to the goosebumps, as sosleep it make creepy moments in the game. Especially advise fans to poke in the items, because in Wait for more, very interesting information, you need to inspect almost every item, look almost in every hole, every click. The Plot, of course, wildly wrapped and spun, but after full passage already quite realistically fully understand what is there and how. Perhaps, the difficulty was only in getting achivok, or it is in some cases, the confusing incomprehensible actions. In Short, 100 office plankton-occultists of 10 rituals.
Translated by
Microsoft from French
We thought we had seen everything, in the matter of indie games released from the prefab dice of RPG maker. From retro to Japanese role-playing, copied-pasted to the cliché. Narrative walks as touching as soporific. Jokes saved by their schoolboy humor with kindly referenced excesses. "Veni, vidi, vici, circulate there is nothing to see", as the other said, as we quickly turn these variations-on-one-same-theme, metaphorically as controller in hand. Wait would probably have added to the long list of "why not/what good?" if he had not been able to stand out from his predecessors and carefully choose the old pots in which he made his "best soup" (Lovecraft, Silent Hill, the lost room, 9 hours 9 person s 9 door, excuse the little...), nor integrate with such elegance these illustrious references (even in his soundtrack to the Yamaoka). Although it is difficult to convince as a game itself, the fault of an interactivity reduced to the bare minimum, its mechanics based on repetition and its poorly balanced puzzles, this new Cru surprises by its atypical approach to narration and by the quality of his narrative, less conventional than it appears in the course of the first run. Because when we think of embarking on a little narrative trip of one hour, nice-but-without-more, one surprises to start again once, twice, three times, each new iteration bringing its share of variations, revelations, new tracks scenarios, new perspectives to better understand the whole (provided however that one is not mistaken for branches or that we do not go too fast in the task, the game filled with Easter eggs). This, in order to better prolong or contradict what may have preceded, gradually expanding a classic surface area but complex in depth, demonstrating that it is enough a good idea, one, well exploited, to pose a sticky atmosphere juste-CE-qu'il-faut and plunge the player-player-spectator head first into the spiral abyss of the fantastic with a great F. Indeed, we are not mistaken. Wait is very good in the State, but it would have deserved better. A book, an old-fashioned survival horror, a photorealistic walking Simulator, a movie, a TV show, whatever! Whatever the media, he would have scored the spirits as surely as a twin peaks or a Donnie Darko. Instead of what will remain, for better and for worse, a small game broke known to a handful of initiates. Which I am, fortunately. Also, in spite of all my regrets, I regret nothing.
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