5.3 hours played
Written 1 month and 25 days ago
This was a good effort, and I enjoyed the humorous touches, but the frustration of the game outweighed the enjoyment.
On the plus side, the lighting, controls, and movement were MUCH better than the first game. From a technical standpoint, everything was great. Also, the exorcist vision is a cool mechanic, though I don't think it was used to its full potential. This could have been an awesome game if it weren't for some major drawbacks.
On the downside, the second location in the game is huge, and everything looks the same. Without a map, it's very difficult to keep track of where you are and where things are located. Even if the map were blank until an area were explored, it'd be a huge help. The walking pace is also very slow, which was fine in the first location, but when the location is enormous, and when there's an insane amount of backtracking, a sprint option is pretty essential.
There's also one very important moment when you have to pay attention to the jumpscare to know what to do next. I tend to ignore jumpscares and just go about my business, so I was totally clueless for an extremely long time. Most of my playtime was probably spent trying to figure this out when it would have been obvious to someone paying close attention.
Speaking of jumpscares, they were very random. They weren't extensions of the story or anything logical, they were just jumpscares for the sake of jumpscares, which I find quite cheap.
Regarding gameplay, the entire game is just looking for keys. There are also rune stones, but those act as keys, so it's the exact same thing. So many keys. Nothing but keys. It really makes no sense and has nothing to do with the story.
Lastly, to complete the game, you must open boxes and perform actions in a certain order, but the game gives no indication of this. The ending is also too abrupt, but that's the least of the game's problems.
While this team is talented and has great potential, they need to focus more on the story and including variation in the gameplay rather than relying on key hunting and nonsensical jumpscares. I wonder if this was made with streamers specifically in mind since streamers love reacting to jumpscares.