A mysterious girl in a red cloak sets sail on a strange SteamPunk-inspired machine to always move to the right. It’s never clear what your purpose is or why you’re going on this short two-hour journey, but you’re doing it, and it’s quite interesting.
Your ship rolls instead of flies, but that’s okay. Inside the ship, there are several red buttons that do various tasks. The whole purpose of the game is to keep the ship moving by either hoisting your sails when there’s wind or using fuel and keeping the engine running. By the ignition button, there’s a steam release button and a brake. Behind the ship are buttons to suck up fuel on the road and a lift to insert objects into for fuel. The front of the ship has a pulley system, and there is a fire hose and repair torch. Most of these items you won’t get until you come across them on your journey. It’s pretty satisfying to micromanage something as simple as always stopping the machine to grab a box of fuel on the road and having a machine pull it in for you.
As you sail across the landscape, you will bump into a few puzzles. These require a little platforming mixed with figuring out how to get your ship through a door or across a lake. They are fairly simple, and after a little fiddling, you will figure out what to do. Outside of this, though, the game is void of anything. Once your ship is moving, there’s literally nothing to do, especially when you have full sails and don’t need to micromanage your engine. I was also annoyed that the music starts and stops so abruptly, and several minutes will go by of absolute silence.
The game looks beautiful with hand-drawn art, but it drives me crazy not knowing what the purpose of this game is, and I don’t like that. I’m all for minimalist game design, but developers who make you go on a journey with no background or story are just lazy and not cute or innovative. The various button-pressing mechanics are fun and a brand new concept I have never played before, but what’s the point at the end of two hours? Did I actually make a difference or accomplish something besides finding the credits?
Far: Lone Sails has very interesting gameplay mechanics, but it’s hard to recommend outside of sheer curiosity. Don’t expect a grandiose or heartfelt story here; just an interesting game to look at and button-pressing gameplay.
I love adventure games as they tell incredible stories with such detail that most other games can’t put out. They put action and gameplay on the back burner to bring the story upfront and into your face. They are typically slow-paced and keep you hooked with interesting characters, settings, and atmosphere. Night in the Woods is about a cat named Mae who drops out of college and comes back to her hole-in-the-wall town to hang with friends and discover a mystery plaguing her town.
The game starts out fine with several scenes of character introductions and plot setting. Mae meets up with her four friends, and each day goes by with several activities such as talking to people, attending band practice (complete with a rhythm mini-game), and checking your laptop. This is fine and all, but this dragged on for way too long. Several days went by, and almost nothing happened outside of character development. The game talks about the real-life struggle of today’s younger generation (Millenials) and the day-to-day lives of lower-middle-class Americans. The game is set in a cartoony paper cut-out style but set in real-world problems that are very unique and interesting. I really connected with the characters, and their problems were genuine and real, but I wasn’t sure if I was playing a game sometimes.
Each night you go to sleep (after several days go by), you are presented with the only real gameplay here, which is annoying platforming on confusing “maps” to find four band members to complete the dream sequence. You go through five of these maps, and they are boring, a chore to navigate, and feel like forced gameplay. Outside of these sequences, there’s nothing but text and story. I really think this should have been a visual novel or just an animated cartoon rather than a game.
The actual relevancy of the title only comes into play during the last half-hour of the game, and it’s forgettable and almost feels forced compared to the day-to-day struggles of the characters, which are more interesting. I like how the game is written and the characters it portrays, but if you’re going to make this a game, actually give me a game to play. I started getting bored towards the end and just wanted the entire game to end.
That’s not to say I didn’t enjoy this game, but the praise it is given is a little ridiculous. It doesn’t do anything special in its own genre, and as a game itself, it’s barely that. I can only recommend this game to hardcore adventure game or visual novel fans who are okay going through hours of text and dialog with almost zero gameplay. It’s a great time killer and a fun way to burn away a lazy weekend afternoon, but nothing more than that, and there is no memorable story to care about from this.
Okami was one of my favorite PS2 games growing up. I got the game for my birthday and was amazed by the beauty of the visuals and the unique gameplay of the Celestial Brush. It may not seem like such a big deal today, but back in 2006, this game sold PS2 units like hotcakes, and it helped the PS2 stand out as the best console of the generation, something the Xbox and GameCube didn’t have.
Fast forward 11 years, and the game still stands out and holds up as if it were released yesterday. You play as Okami Amaterasu, the Sun Goddess, with your Poncle pal Issun, as you embark on an adventure to rid Japan of darkness and evil. It seems like a stereotypical Japanese action-adventure story, but it’s a bit more than that. The characters have depth, and they all feel unique in their own way, with overexaggerated characters and personalities.
The game starts out simple enough by introducing you to basic game mechanics, including the celestial brush, by learning your first brush technique, rejuvenation. By pressing a button, the screen takes a snapshot and turns it into a black-and-white drawing right before your eyes. You then take an actual brush that you control and paint the correct stroke for each technique. This is such a beautiful and amazing game mechanic that works so well and yet has not been matched to this day.
As you progress through the game, the world opens up with larger hub areas that you can explore. Besides going for the main story, you can partake in item collection quests, praise gathering, and finding hidden chests that contain various items. Praise is used to upgrade your health; ink pots; an astral pouch (used to resurrect you when you die); and a money pouch. Praise can be gained by rejuvenating dead areas, feeding animals, and helping villagers in small, yet sparse, side quests. However, 90% of the time, you will be heading ever onward toward the end of your journey.
Combat is actually where the Celestial Brush comes into play the most. You and the enemies are surrounded by a cursed circle, and you can use your various brush techniques to defeat the enemy. There are many enemy types in the game, and they are all based on ancient Japanese myths and legends and look fantastic as well. Each enemy is completely different and weak to different techniques. Enemies are introduced slowly throughout the entire game, all the way to the end.
Boss fights are also unique and fun in their own right. Outside of brush attacks, you can also attack physically and with items. Amaterasu can equip three different types of weapons: mirrors, glaives, and beads. Mirrors are good for quick, rapid medium-range attacks; glaives are for heavier and slower close-range attacks; and beads are for rapid long-range attacks. You can also equip a sub-weapon for a secondary attack that is either close range or projectile. Combat never got old, but it is rather easy. I actually got through the entire game without dying once, and after you start getting a lot of money, you can just buy heavy-damage items and use them over your techniques and weapons. It’s a little unbalanced, but still fun and challenging nonetheless.
As a whole, Okami is beautiful, adventurous, memorable, and unique. However, it does have some flaws. The dialog is the most irritating part of the game, as characters talk in muffled simlish gibberish, and it just gets grating after a while. You also can’t quickly skip through dialog during some cutscenes, so it takes forever to get through. I also found the last 25% of the game long-winded and unnecessary. There’s also a lot of backtracking towards the end and repeated boss battles, which drove me nuts. The game clocks in at about 25–30 hours, which is a little too long for this game. Towards the end, it just felt like the developers were extending the playtime by making you repeat things and dragging things out. I loved my time with Okami, but those last 5–10 hours drove me insane.
Outside of all this, the remastered version looks amazing in widescreen and 1080p and even has 4K textures if you own an appropriate console or PC. It’s nice to see Capcom supporting current tech with their updated games as Okami pops to life on 4K TVs. The price is also a steal, as it was released at a budget price of $20. There’s no excuse not to play this classic.
The original Walking Dead was a fantastic adventure game. It was well written, tense, memorable, and had amazing characters. The dialog choices kept the game moving, and you always felt like you were in control of every moment. Season Two adds to this while taking place moments after the end of the first game.
This time around, you play solely as Clementine. Right off the bat, I can tell you that your choices from the first season hardly impact Season Two. I imported my save, but I didn’t see many changes or choices I made from Season One affect anything here. We get an all-new cast, setting, and goal for Season Two that kept me going until the end.
Clementine is a child, but her raw character shows this season thanks to what she went through. Going from an innocent child to a hardened killer isn’t easy, and it makes Clementine such a likable character. Adults respect her for how mature she is; she can make adult decisions, but she still has some vulnerabilities that a child would have at her age. The new characters come across as strong, just like in Season One, but I felt a slight disconnect from them. Something about these new characters didn’t quite click as well. A lot is introduced early on, so this might be the reason.
Throughout the game, we are seeing Clem get to a word-of-mouth safe haven called Wellington as she meets new friends, makes new enemies, and has to escape dire circumstances. I feel that this time around, the game is more of an interactive movie than a game. There are hardly any gameplay moments, and there is zero puzzle solving. The action sequences are somewhat entertaining, but the horrific moments of terror are far and few this time around. The few spots where you can walk around an area feel pointless, as all you do is go to the only interactive object to progress. The gameplay is seriously lacking here, but that’s not really a bad thing.
The dialog options are still strong, and many choices had me wanting to go back and change my choice, but that’s good. I always thought about what would happen if I chose something else, as some choices are designed to unfold later and some are immediate. The pacing of this game is also slower and less balanced. There are many slow moments of downtime and dialog build-up. Sometimes 20 minutes would go by with nothing but dialog options, which is a stark contrast to the first game.
I did notice the visuals are slightly improved with better lighting and more detailed textures, but overall the game engine is seriously aging and doesn’t hold up to other games. Season Two is still a memorable game with great characters, excellent writing, and tense moments. If only it were paced better and had more gameplay.
Colors: Gray Joy-Con version, Neon Blue+Red Joy-Con version, Red Joy-Con version
Strange Tidings
I wasn’t a believer. I saw the Switch as a gimmicky train wreck straight into financial debt as Nintendo revealed the system last year. The concept was neat, the first home console was built into a tablet which felt like the last 2 Nintendo consoles smushed into one. The only issue that still remained was graphical power and online play as Nintendo is notoriously known for not doing well in these two departments.
Fast forward over a year later and I have one sitting next to me. To be honest, it was a spontaneous purchase during Black Friday weekend, as there were more and more games coming out that I really wanted to play. It was still a gamble, as there’s a huge divide on the Switch. Nintendo fanboys refuse to admit faults in the system, and naysayers refuse to admit the originality and fantastic games that are available, as few as there are.
First Impressions
As I opened the box, I was actually surprised by how much smaller the system was than I originally thought. I thought it was going to be some hefty, unwieldy thing with controllers slapped on it. The tablet is just slightly bigger than any standard 7″ Android tablet on the market (Nvidia Shield K1, for example) and looks sleek, ergonomic, and not too heavy, really. The buttons are nicely laid out on top of the unit, along with volume control, power, the card slot, and a headphone jack. There’s a USB-C charger at the bottom as well as a kickstand. They seemed to have thought of everything and didn’t overthink too much else, which is surprisingly nice. The system is meant to be used in landscapes only, so this helped solidify their design ideas.
Once I popped the Joy-Con controllers out, I was also surprised. These things are surprisingly small and light, but they also feel nice and have great ergonomics. These could have easily been messed up and killed the system, but it feels like the Wii Remote mixed with 3DS buttons, which is a good thing. It’s also designed with offset thumbsticks like the Gamecube controller, which is a huge plus here. The aligned sticks on the Wii U pad were uncomfortable. The design is also meant to be symmetrical, so each controller can be used separately. The left Joy-Con then turns the directional buttons into face buttons, but the only small complaint is that the left stick is closer to the edge of the controller while the right is further in, so playing Mario Kart, for example, made me want the right Con so my hand didn’t cramp. There’s also an issue with the screenshot button (which works amazingly well and just like it should) not turning into the Home button.
Joy-Cons: Is the Name a Premonition?
The controller frustrations aren’t really all of that; the cons are interchangeable with a grip that turns these things into an actual controller; they slide right in, but the release button on the back is small and hard to get a grip on without pressing buttons, and having to take them off to slide them on the tablet in docked mode to charge is annoying. Then you have the side rails with the SR and SL buttons for playing with the controller landscape or separately for motion controls. These rails go on easily but are a pain to get off, and I’ve scraped and cut my fingers pulling them off. They are tight and require more strength than needed to get them off. The easiest mode to get these out of is tablet mode. Sliding them on the side of the tablet is easy enough, as is getting them off. I just wish there wasn’t so much configuring for each game, as with Skyrim, I had to slide the side rails off to put on the grip as I was tired of holding them for motion controls. Then I had to slide them off the grip and onto the tablet when I went and played in the bedroom.
Switch: The New DS
Speaking of tablet mode, this is the main attraction of this system. Nintendo wanted the power of a home console in your hands, and this is the first time it’s been done correctly. The PSP started this by being sold as a portable PlayStation home experience, but it didn’t have the power or the controls to do this correctly. Sony sold that same idea with the Vita, and while it did have both, the pirating from the PSP caused developers to back away. Nintendo has never sold their portable systems as home experiences, but here we have it. The games play in 720p while undocked, which is a bit disappointing seeing as tablets can display up to 2K resolution these days, but a lot more power would have to be built in, causing bulkiness, less battery life, and more cost. It still looks clean and crisp in this mode, and most people won’t notice.
The Big Screen
Docking the console is easy enough, but there was another problem here. There’s no click, no satisfying “snap” of the system connecting to the charge port, and no sound or feedback of any kind. The system kind of just flops in the dock and rests there. The only indication is the green light flashing on the dock, and that’s it. This could have been done much differently, with better feedback. While docked, games usually run in 1080p, but with some graphical hits like frame rate cuts or aliasing. The Switch is intended to perform better in docked mode as the CPU isn’t underclocked to save battery life, but there are varying theories about how all that extra power is used to render the picture in higher resolution and is not really performing better. It’s something Nintendo needs to iron out, and even eight months later, it’s still a tad bit of an issue. Battery life is also not that great in portable mode. You will maybe squeeze 4 hours out of the system on a game that doesn’t push it to its limits. I haven’t been able to time it just yet, so I will update this as time goes on to see if I can get 4+ hours.
Under the Hood
Let’s take a look at what runs this device first. For starters, the system has 4GB of RAM in the form of LPDDR4, which is what is seen in phones. I was surprised to not see X RAM, which is much faster, but it’s a good start. The system has an Nvidia Tegra X1 chipset, which is seen in the newest Shield device from Nvidia. It has an 8-core CPU running at 1.20GHz, and the GPU is Maxwell-based, running at 768MHz docked and 384 undocked. It also has a 6.2-inch screen in 720p. As you can see, it’s a very powerful portable device, but clearly doesn’t have any power close to the other competitors, but can easily be seen as the most powerful tablet on the market. Why Nintendo chose off-the-shelf parts instead of custom hardware is very interesting; it is definitely easier to program for. The SD slot can hold up to 2TB (which isn’t available yet) in microSDXC format.
Software
Let’s talk about the software. The Switch features a much more streamlined UI than the Wii U. No longer is there a huge ring of bubbles with Miis running everywhere. We get a clean and minimalist UI that just shows a row of “blocks” that are your games. Near the bottom, you can select settings, Joy-Con arrangement, eShop, and brightness. I love this UI, and it’s even better than the 3DS UI. This is designed to be easy to navigate with the touchscreen in portable mode. Another nifty feature is being able to “archive” games, so when you’re done with them, you can delete the game data, but it will keep all your saves to free up HDD space. If you run out of the 24GB (8 are taken up with OS), you can insert a microSD card, which is something that was much needed on the Wii U and really hurt sales. 24GB is plenty for physical games, but if you have a large digital collection, you can move screenshots and those games onto that SD card, which is awesome.
So, Is It Worth It?
Overall, the Switch is well worth the $300 purchase if you like all the games available. If you’re just a Nintendo player or just like one genre of game, then you should stay away. This is a great system that is revolutionary in its own right and takes a traditional home console and takes it on the go, but with the usual sacrifices that Nintendo is willing to make. It’s not very powerful (for a home console), the Joy-Cons are cumbersome to configure, the battery life isn’t too great, and the graphical difference between docked and undocked varies way too much and needs to be ironed out. There’s also the lack of games mentioned, which has been an issue since the Wii. The ones that are available are fantastic; there aren’t a lot of games that are downright awful on this system, with Nintendo’s own games being some of the best games in years, period.
To Nintendo’s credit, people are giving this system a harder time than it deserves. The Wii U deserved all the backlash it got; it was a terrible console that was terribly marketed and executed. The Switch is actually trying to be something completely new with some of Nintendo’s past and, best of all, ideas at play. With the support of more third-party developers (as we’re seeing as the year comes to a close), Nintendo could be back on track as the best video game company out there. Only time will tell, but they don’t have long.
Minimalist side-scrollers have become very popular in Limbo. Inside is just another example of these horror-side scrollers done right. Little Nightmares doesn’t really tell a story through voices or words, but through actions. Unlike Inside, Little Nightmares doesn’t have too much of a story to tell. You play as a child trying to escape a ship from humongous fat monsters trying to eat you. That’s all we get, really.
Sadly, the story doesn’t really explain much, as the art direction, monster design, and backdrops are wonderful and beg for more storytelling. The beginning of the game is made up of basic platforming with simple physics puzzles and a lot of atmosphere. Eventually, you start seeing the occupants of this ship, and that’s when things get creepy.
Little Nightmares does a fine job of creating a tense atmosphere and suspense. Grabbing and sneaking are tied to the shoulder buttons, so when you grab something, you must hold the button down. This makes things more intense, as you are running away from a monster with a key to unlock a door, and if you let go of that button, it’s all over. The middle of the game is made up of outsmarting these monsters, and the puzzles get bigger, but not really harder.
There’s not much to really explore outside of lighting lanterns for checkpoints and breaking porcelain dolls to unlock achievements. The game is definitely intense throughout the 3 hours it takes to complete; there wasn’t a dull moment that I can remember. I always felt like I was running, overpowered, and small. From climbing stacks of dishes and escaping on meat hooks to chopping off the arms of a doll maker, The game gives players something that most don’t, and that’s solid gameplay while combining excellent visuals and touching moments.
Overall, there are some of the best 3 hours you will spend. From beginning to end, Little Nightmares has something interesting to offer, and it’s never boring. The graphics are gorgeous, with art styles that reminded me of box trolls mixed with coraline. If you love horror games and platformers, then this is for you.
Immortal Redneck is, unfortunately, not going to get the attention it deserves. It’s neither a fantastic game nor a bad game, nor is it original in any sense, but it does combine elements from several other games into one package and does it fairly well.
You play as, what else?, an immortal redneck mummy with a wooden pistol, shotgun, and dynamite. At least those are your starter weapons. The game is set in Egypt, and the idea is to defeat all the enemies on each “floor” to make it to the top of a pyramid. The game is a mix between Serious Sam, Rogue Legacy, and Dark Souls. Like Serious Sam, the game is set in Egypt and features fast-paced first-person shooting action with strange monsters. The game almost looks like Serious Sam as well. Like in Rogue Legacy, when you die, you actually get stronger by using the gold you collected to unlock various upgrades and buy new weapons.
Like Dark Souls, the game is extremely hard, gets repetitive, and isn’t for people wanting a linear FPS experience. Your first hour you will spend just dying a lot and obtaining upgrades until you can unlock the weapons shop, and that’s where things pick up. However, the constant repetition of going floor to floor, despite it being randomly generated, can be annoying and get boring after a while. Redneck doesn’t have much going for it style-wise that other games haven’t tried. It looks good, on a technical level, and the shooting feels just fine.
The issue would be just the difficulty alone and the grinding to achieve better weapons and upgrades until you can beat the pyramid. It’s nothing amazing, but it’s also fun enough to make you stick around to the end, but only if you like any of the above-aforementioned games. The game is just average all around, honestly, but still worth a weekend purchase. On a second note, it’s nice that the game supports modern systems such as 4K and ultra-widescreen monitors.
Obscure Asian horror games are something I’m a sucker for. I know the gameplay and controls will probably be awful, but you’re in for one scary ride, and that’s what matters the most. Detention is a 2D adventure game that takes place in Communist China in the 1950s. You walk around solving simple puzzles and unraveling a somewhat confusing and convoluted story. The atmosphere is very surreal, and the slow pace of the game helps drive this home.
The game begins with some strange images and wandering back and forth through classrooms in a school, trying to get to the top floor. The game involves finding items and then figuring out where to use those items. Like most adventure games, it’s best to wander through the entire area first, pick up all the items, and then place them where they are needed. There are three areas that are like this, and then the final area is actually just walking around making story choices. It’s kind of strange, as the pacing is really broken up throughout the entire game. There will be some chase sequences, a tense atmosphere, and enemies you need to avoid by holding your breath and walking past them slowly, or even turning away so as not to stare into their gaze. It’s an interesting concept and puts you on the edge of your seat with the amazing sound effects and disturbing soundtrack.
A lot of the sound effects and music remind me of Silent Hill. The pounding heartbeats, screeching static, and urgency were felt throughout. The game isn’t so gory, but just overall weird and disturbing, which is just fine. I enjoyed the gameplay and scares quite a bit, but the story was definitely lacking. I could tell there was something about the main character being involved in a forbidden book club, her inner torment of her parents fighting, and some sort of guilt about being responsible for a death, but it never worked together or meant anything. There’s a lot of poetry and ancient proverbs thrown around the game, but all this accomplished was confusing me more as to what was going on. As it is, the game can be beaten in less than 4 hours, so it’s important to get the story across as strongly as possible since you can’t drag it out.
With that said, Detention is a must-play for horror fans or anyone who likes 2D adventure games. You’re going to have to go into this expecting a lot of scares and simple puzzle-solving rather than a memorable story or characters. The art style is fantastic, and the music and sound effects all jive together to create a disturbing experience that you really can’t get in most Western horror games.
Bloober Team is quickly becoming one of my favorite game developers. You may recognize them from Layers of Fear. Their style of single-player storytelling is unlike anything that you will see today in gaming. The horror factor is also kicked up to 11 in their games with frightening and surreal moments and scenes that put you on the edge of your seat and that will make you grind your teeth. The observer ditches the early 20th-century theme and goes for 20 minutes into the future cyberpunk that is done so well. Observer’s cyberpunk setting is some of the best in gaming history, as it captures the feeling perfectly.
The game starts out simple enough, with you playing a cop named Daniel who gets a strange call from a man named Adam. He is told to investigate an apartment building that goes on lockdown. You stay in this building throughout the entire game and must solve simple puzzles and find your way through the narrative. There are two parts to the game: playing as Dan in the apartment building and jacking into people’s minds while you investigate crime scenes. Investigating crime scenes isn’t as complicated as it seems. You switch between two different visions that allow you to see electronics and organic material. You can scan items that are highlighted and slowly unravel clues that help move the story forward.
Most of the game consists of wandering confusing hallways and talking to people through the intercoms on their front doors. The dialog will give you clues as to where to go next, such as learning key codes, apartment numbers to investigate, and anything else the crazy story throws at you. This is where the game’s atmosphere really digs deeper than in most games. There is no human contact in this game as you speak to everyone through doors and walls. It helps add to the sense of loneliness and desperation that the citizens on the lower levels of the city suffer. Every corner you turn is full of wires, monitors, computer banks, and propaganda from the government and corporations that run the world. The atmosphere is done brilliantly and will definitely stick with you long after you finish the game.
Like Layers of Fear, when you jack into someone’s brain, you get to run through trippy drug-infused nightmares. Some are literally horrifying and frightening, and that’s actually a good thing. Most of these segments are story- and narrative-driven with very little interaction; there’s an occasional scary stealth sequence that adds plenty of tension, but nothing overwhelming or confusing. It was one of the things that made Layers of Fear so great, as the gameplay sacrifice gave you an amazing audio/visual experience that you won’t forget.
Once you finish these jacked-in segments, you enter the real world again and move on to unraveling the story. There’s not much else to the game outside of this, and it can be finished in about 5–6 hours, depending on how often you get stuck. The story itself is a bit hard to understand and is very confusing, even at the end. I was hoping it was going towards more of a Soma vibe, which is still one of my favorite video game stories of all time. Almost everything is explained at the end with a couple of different endings, and while you feel the story is concluded, the middle of the game is very confusing.
Again, the reason to play this game is for the horror and atmosphere. The scary moments are actually scary and mess with your mind, and that is very rare today in gaming. If you want a lot of gameplay, then look somewhere else, honestly. I can’t find too much to be disappointed with outside of the story not being very clear, even at the end, and you can get stuck and lost too often in the game. If you loved Layers of Fear or even Soma, then you’re going to love Observer. This is already one of the best atmospherically driven story-based games this year.
With P.T. only being a demo, it sure did imprint itself into the horror genre. Since then, games have been trying to copy their experience, but is this such a bad thing? I think not, as P.T. showed us what we have forgotten: the overall scare factor and how the atmosphere can do that. You don’t need cheesy monsters, jump scares, or even great visuals. The plain old atmosphere can do the job just fine. Layers of Fear is an indie horror game that is probably one of the most insane I have played in a long time. The game did have a forlorn and eerie atmosphere, but just the visual trip it gives you is mind-blowing.
You play a crippled painter in the early 20th century who is trying to complete his masterpiece. The game starts out just fine while you wander around an old mansion, opening drawers and finding pieces of text that help tell the story. Layers of Fear’s only goal is that you walk through doors. You will open more doors than you would like to in a video game. Once you get through your first door and into the main hub, which is your painting room, things go crazy. The game is very linear, where you walk from room to room and enjoy a visual acid trip that never stops or gives you breaks. As you think there’s no way out, you will turn around, and a painting will pop up behind you and start melting. Turn around again, and the room changes or a ghost appears in your vision. What kept me going was that I wanted to know what was in the next room. It was like a funhouse but scary. Each room was always different, and I never felt bored or that I wanted the game to stop. There are six major pieces you need to collect to finish the game, and each one is themed. For example, the one-piece is a finger, and you slowly build up the story of how you took that finger. It doesn’t tell you directly, but through crazy visual cues and clues, you can figure out what happened.
The game is also a bit of a collect-a-thon, as you can open drawers and search around each room for clues that allow you to unlock achievements. There are actually three different endings, but I can’t quite understand how to get them. There are no choices in the game, but maybe take different paths? Each area is so linear that there’s only one way to really go, so figuring out what ending you get is a huge mystery. There also isn’t much thinking in this game; there were maybe 3 or 4 puzzles, and they required almost no skill to work out. I feel there should have been more puzzles, but that would have slowed down the pace of the game. You literally run around the opening door after door and experience the next visual freak-out, like a roller coaster ride. There are also no enemies to run or hide from. The only ghosts that appear in the game are supposed to get you, as it’s part of the story.
The visuals are fantastic, as the game has amazing lighting effects and a tense atmosphere, and there’s so much detail and so many different objects everywhere. The way some of the set pieces play out is pretty insane and requires a lot of care and detail. The visual effects alone from warping, shifting, melting, and various other effects are pretty amazing, as you don’t see many of these in games. All this was done with the Unity engine, which was also pretty impressive. The audio in this game is quite amazing, with a lot of variety, and each sound effect is put in the right place at the right time.
Overall, Layers of Fear is well worth a playthrough; it’s quite scary, and you never want to stop. The great pacing, visuals, and amazing roller coaster ride of effects are something you don’t see in games very often. If you’re tired of the cheesy horror gimmicks of most indie games, then look no further. This game may be short, but it’s got a lot of soul and heart for what it is.
Try multiplayer. A lot of fun !