7.8 hours played
Written 1 year and 11 months ago
The game looks good for its size but is poorly optimized in a number of places, leading to bad frame-rate stutter and control wonkiness. The developers are responsive and clearly are trying very hard to improve their game and make it as accessible as possible, hence the day 2 patch based entirely on player-feedback. I appreciate this a lot.
That being said, there are a few things that hold this game back from being good.
The controls are borderline-broken in several places. The crouch mechanics are janky as all-get-out and I swear it would not let me UN-crouch in over a dozen places until I started sprinting.
The GUI is flawed, making you end up mashing buttons to clear the screen whenever you pick anything up. This is compounded by the fact that the game does not pause when you do this, so enemies are chasing/looking for you while you are stuck trying to get out of an Item-Grab screen.
The story is paced very poorly. We go from not knowing who certain characters even are to pleading with them to "not leave us!" in a moment's notice despite not earning the attachment. The motivations of the protagonist are all over the place, and half the time I don't understand why the objectives are what they are. She goes way out of her way to perform certain symbolic actions despite admittedly not understanding their relevance at that time in the story. Not to mention her over-willingness to search for her son in the first place, which I would have to give spoilers in order to explain in better detail.
The 4 ammo types give an illusion of varied game-play/features that don't really exist. I only found 2 types of ammo to be relevant while the others just take up inventory space. These are the red and yellow ammo types. The rest do virtually nothing, save 1 spot in the entire game where 1 is required to pass a door. You can literally run past everything else in the game.
There are several points where they begin employing invisible/stealth enemies directly after taking away your ability to detect them. They also do this in segments with long and narrow hallways with dead-ends all over the place so you cannot avoid them unless you have played the stage enough to brute-force memorize the layout and enemy-placement, which I did in only a couple of tried each. It felt like a cheap attempt at jump-scares with no agency of the player to do anything about it. In short, the game relies on a bunch of "gotcha!" moments, which I cannot stand.
The next would be the bad Controls. In a good number of places they jam you into a small space with a chest with a red lock that you need to aim down to shoot in over to open the lock. The issue is that the controls do not allow you to aim down or up very far, making the shot impossible despite being literally at your feet. This causes you to have to leave the room, open a door, and then shoot it from a distance in order to then return and pick up its contents. Also, you have to be basically mashing your hitbox into the hit-box of the item in order for the option to pick it up to activate. It would be a major improvement if they widened this item-pickup radius even slightly.
The file size is 30 Gigabytes, which is massive considering the amount of content. Skyrim, for example, is less than 1/3rd the file size and has over a thousand hours of voice acting alone. I don't understand how this game is this large seeing as audio is not compressible.
The price at $30 is also too high for this kind of release, at this short of a game. Games I have played at the same price that are in the same category, but are better in more or less every conceivable way are the lies of Madison or Visage. Smaller in size, better voice acted, better story-told, more to do, better and longer gameplay, better atmosphere and a sense of payoff at the end.
This game tried hard, and I want to support the devs. I hope to come back to this game a month and give it another play-through and have all of these issues fixed, or at the very least addressed.