They just stop and look at you straight in the eye waiting for you to move so their pathfinding can catch you while their dialogue alludes that they have not yet seen you. Is blatantly obvious when you go to a spot nobody saw you go and the npc's try getting there but find something like a wall or obstacle on the way. But the difficulty feels completely fake because all it does is make the pathfinding of the enemies go exactly where you are. I feel like these guys really dropped the ball here, I chose hard difficulty because I like a little challenge. While also the game is trying to make you feel like there's a sense of urgency, that you have to move fast, which is completely not real and also contradicts the fact that there's an exposition dump in form of notes that slow the flow of the game in parts that feel should be a bit faster. On some instances you are trying to read a note that explains a bit of lore but at the same time there's an expository dialogue happening and you try to pay attention to these two sources of information. Also is very much an on rails experience with not much room for exploration. There's also a lot of exposition from the main character explaining what you should be feeling, which is, kind of cringe. Relying on predictable cheap jumpscares and "shock factor". The stoy feels a lot like some of those cheesy generic "horror" films that come out by the dozen on modern cinema. There are some aspects that, as an avid horror fan, I feel missed the mark: But sadly this sequel was not up to my hype after the first two. It has some cool mechanics like reviewing footage and environmental play. The graphics are very good for a horror game, I loved the first game and also whistleblower.
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