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Unwording is an unusual puzzle game that only lasts around 1.5 hours. Developers Frostwood Interactive are known for their unique games such as Forgotten Fields and Rainswept. Whilst I liked both previous games, I did not enjoy Unwording. It is described as a powerful exploration of overcoming negative self-talk but its clumsy and bug-riddled gameplay definitely did not help in swaying my mood to a more positive one.

Pros
  • Focus on mental health / cognitive distortions
  • Three distinct art styles that change depending on Tom’s perception of himself & the world
Cons
  • Puzzle design
  • Poor camera angles
  • Riddled with bugs (starting in Day 2)
  • Too short & without dialogue to become “powerful”

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Story & Gameplay
You play as Tom, an average person navigating his daily life, from getting up in the morning, working and going home. Tom is lonely and has a very negative perception on himself and the world around him. This all changes when a small yellow bird flies into his life, somehow turning his thoughts into positive ones in the space of one day.

The game is just over an hour long and there are no notes to read or dialogue to listen to. It all plays out through the puzzles. Whilst I was very much intrigued about the concept of a game such as this, it felt far too simplistic to actually make any valid points.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3020466869

This leads me to the gameplay, the puzzles. These are the core of the game and all centre around word-based puzzles. Tom walks around either his house, workplace or local street and can interact with specific objects. These interactions all launch into the puzzles. There are three days and each day has a different variant on the types of puzzles encountered. The gist of each of them is players have to unjumble the word to make a positive one. This is done in various finnicky ways such as turning cube blocks around until the perfect angle where it spells out a word. This felt extremely tedious and often was only completed by trial and error. Whilst I understand the game is metaphoric, this condensed story to try and depict this type of thinking and how quick it was to change was not something I could appreciate and certainly failed to create any sort of heartfelt or emotional impact.

Bugs & Glitches
Unfortunately, during day two, the cursor disappeared on my screen and I could not unjumble the word order. The cursor stayed static, but I could see it was still moving on my second monitor. Looking in the discussion page, I see this is a common issue players are having. In order to proceed, I had to try and “guess” where the cursor would be without being able to see it, to try and unjumble all puzzles for that day. I also encountered many visual bugs where objects would lose textures, objects jumping around on the screen and the camera angles were awful.


Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10
I encountered many bugs, explained above

Playtime: 1.5 hours

Controller Recommended? No

Replayability value: No


Conclusion
An interesting puzzle game revolving around the use of words. The focus on mental health and overcoming negative self-talk intrigued me, however the simplicity of the game ultimately did this concept little justice. I would be interested to see a more detailed game that had further gameplay elements than just the word puzzles, also with some dialogue to better shine the spotlight on this topic. My experience with Unwording was a frustrating one, with its core gameplay element, the puzzles, being almost unplayable due to a glitch with the cursor. Despite this, I enjoyed the developers’ previous games and look forward to seeing what project they make next, however I cannot recommend Unwording in its current state.

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Skrevet: 14. august 2023. Sidst redigeret: 14. august 2023.
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Pilfer: Story of Light is a budget 3D platformer where you play as a cute raccoon. With over 30 levels, various boss fights and a surprising number of different mechanics, it’s a nice casual adventure to enjoy for a few hours, if your expectations are not set too high.

The game is exactly what you would expect from looking at the screenshots. It is a typical 3D adventure-platformer where you dodge enemies, jump around and collect coins. Whilst I never experienced any game-breaking bugs, the controls are certainly no where near as polished as you would see in other platformers. Hiding underneath any object makes Pilfer the raccoon lose textures and become crosses, but other than that, it ran fairly smoothly. Swim under water to collect tokens, pull levers to raise the water level, glide on rails, shoot enemies and so forth.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3016894050

There are easy bosses at the end of most levels and overall, the whole experience made me feel nostalgic for the classic platformers I used to play. The game is seemingly made by a solo developer, Vincent Prom and then self-published. Playing for around 2 hours, I had fun jumping from platform to platform, speeding through the water and exploring each level. Levels also seem made with speed-running in mind and coins can be used on customising your outfits. Pilfer: Story of Light is a basic game that is exactly what it describes itself to be on the Steam store page. It is nothing revolutionary and is sure be considered a very barebones platformer in the AAA space, but for a solo developed game and for fans of the genre, there are a few hours to enjoy here.

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Skrevet: 8. august 2023.
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Lunacy: Saint Rhodes (LSR) is a puzzle-heavy, Indie horror. It is ultimately a forgettable experience that blends in with the trove of similar titles here on Steam. The developers Stormling Studios are no newcomer to the genre, having released the Darkness Within series in 2009, a series which I very much enjoyed at the time. However, comparing LSR to their predecessors reveals an eerie similarity which highlights LSR’s lack of modernity and adaptability. Innovation aside, LSR continues to feature the same shortfalls their previous games had, but in 2023, they stand out even more. Whilst it does not introduce anything new to the genre, what it does feature is also, rather ordinary.

Pros
  • Light methods of combat & varied gameplay
  • Classic puzzles
Cons
  • Janky AI & stealth sections
  • Multiple crashes
  • Nonsensical story premise that further becomes muddled
  • Laggy audio where sound effects happen after the event

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Story
The overall premise is that the male protagonist (I never caught his name) is contacted by a detective informing him of inheriting a property from his recently deceased and estranged family member. Strangely enough, the protagonist then immediately sets off to inspect this new property, in the middle of the night, no less. Determined to reach it, not even severe weather conditions and a roadblock will stop him. Nope, he then gets out on foot to walk through the deserted town of Saint Rhodes and on towards the property. Even with it being pitch black, he never turns back, or even tries to leave? Understandably, most horror-related media have absurd starting stories but this one I found particularly unbelievable and stood out, but for all the wrong reasons. The protagonist should have almost no motivation to do anything he does, but never tries to leave or acts like anything he has seen is even slightly unusual (even seeing a cellar filled with bones or objects moving around in the opening 10 minutes).

https://sp.zhabite.com/sharedfiles/filedetails/?id=3015736702

Continuing onwards, the protagonist then becomes enthralled in discovering the past of his ancestors, slowly descending into insanity as he tries to survive, but also remove the evil affliction on the town and its past residents.


Gameplay
LSR has outdated gameplay, but that is not necessarily a negative. It is reminiscent to Amnesia: The Dark Descent, and I enjoy the meticulous puzzle solving and even pixel hunting style. Yet, I found LSR to make this a chore. The objectives are not always clear or even up to date. If there are multiple at once, every time you achieve something, they will all unnecessarily pop up on screen and be crossed off one by one. Every door, box and objective are locked by some sort of barrier such as a key. A modest-sized house turns into a slog where the horror atmosphere is effectively ruined due to the pacing of running around looking for keys to proceed. Puzzles were mostly fine and very “old-school” style, which I enjoyed. I did not find any particularly difficult as there were handy notes nearby to guide you if needed. Puzzles resembled games from the developer’s previous releases (from over 10 years ago) and the Penumbra series.

Another downfall of LSR is its lack of having anything remarkable or unique. Everything blends into each other, not being necessarily horrible, but not good either. Just average. The story, puzzles, and the classic-inspired gameplay are serviceable, but not great. As stated in the introduction, there are immense similarities between this 2023 game and the developer’s game from 2009. If I did not know this was a new release, I would have thought it came out a few years after their game Darkness Within, just with some better graphics.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3015967188

Enemies / Horror Atmosphere
The biggest let down of the game for me was the awful, wonky AI. There are a few different enemies that break up the gameplay, turning it from a walking similar / escape room game to more of a survival horror. However, I would have preferred it have left these “horror” elements out. Some enemies can be dispelled by using a gem-like object which must be charged and then released to work. Hit them twice and they will disappear. This was great, until enemies begun spawning on me, effectively trapping me in a corner where I could not sneak past nor charge the gem to kill them. If this happened, it was simply bad luck and I had to frustratingly restart. Stealth sections are extremely difficult as it is near impossible to tell if enemies have spotted you, as they can be looking right at you, but cannot see you. I found it easier to run through quickly to try and minimise spawns, so they do not spawn on my location. Furthermore, enemies sometimes also became stuck, resulting in them looking like a stationary object. Conversely and on a good note, I actually enjoyed the finale section, having to run around the maze and trap the demon on the sigils. This felt like a different game, one from 2010. Although I would never guess it was made in 2023, it was a nice feeling of nostalgia to classic horror games.

In the beginning, I found the atmosphere to be spooky, despite the ridiculous onset of the story. The creepy deserted, dark town, eerie sound effects and feeling that something is watching. Yet, this was all lost when enemies and the element of danger started being introduced, due to the aforementioned issues.


Visuals & Sound
Outdoor environments are decent, and a definite improvement over the developer’s previous games, however, not by much. There are excess shadows, lighting is too dark, objects appear very grainy and useful objects remain unseen, blocked by other objects. These are all particularly noticeable in the indoor environments, but the enemies are also… awful. The screenshot below shows an enemy that is glitched and completely stationary, but also reminded me of the enemies in popup arcade games, or Castle Wolfenstein, which is a style I doubt the developers were aiming for.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3015967441

Audio is a tad haywire. In the beginning I was impressed by the spooky, loud voices coming from the radio, but as the game progressed, I realised the audio was all over the place. After stepping on glass, the sound of grass crunching would come one second later. Objects would move and the sound would be delayed etc. Sound also seemed to boost volume for random events, but then settle back down for others.


Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.
I did crash multiple times:

AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Playtime: 4.5 hours but depends if you get stuck on puzzles or not.

Controller Recommended? No

Replayability value: There are two endings and some nice achievements.


Conclusion
Lunacy: Saint Rhodes is a mediocre Indie horror that wears its inspiration on its sleeve. It bears tremendous similarities to the developers’ previous games from 2009 but shows little improvement on any of the issues seen in them well over a decade ago. Combined with semi broken AI and an outlandish story, it is a game that most horror enthusiasts have seen many times before.

Follow our curator page, IndieGems if you enjoyed this review and wish to see more like it
Skrevet: 6. august 2023. Sidst redigeret: 7. august 2023.
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Gerda: A Flame in Winter is a riveting narrative that explores a fascinating civilian perspective during World War 2. The choices are bleak and have severe consequences which adds to the realism of war. It demonstrates that despite not being on the frontlines, the impacts of this conflict were truly felt by everyone, with many having to make sacrifices to survive. This educational game taught me more about this period than my history lessons at school ever could, and the adjoining narrative was just as memorable.

Pros
  • Boundless choices
  • Harsh decisions to be made which DO have consequences
  • Educational, with small historical articles to read
  • Bleak, yet engaging narrative
  • Chapter saves available after completing the game
Cons
  • Minor bugs / crashes
  • No direct threat to Gerda herself

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Story
You play as Gerda Larsen, a half Danish, half German woman in a small town in Denmark. It is 1945, she is a nurse, is married to a nice man, lives in a modest house, and is the daughter of a respected German officer. There are murmurs about the war, but it all seemed too far away to impact her ordinary life. Until… it was right at her doorstep and things begin to turn awry. Her husband, Anders, is taken by the Gestapo and is questioned for being involved in the Resistance. Gerda is desperate to have her normality back and worries for the safety of her husband. She decides to take matters into her own hands to try and get him released. Will she work alongside the Resistance, cozy up with the German authority, or seek the assistance of a somewhat deranged German guard? Who will she help along the way? There is limited time to help everyone, and astringent decisions must be made. These decisions will directly lead to the survival, or death of those around her.

I found the setting for this game rather enlightening. Whilst I am far from an expert on history, I had never seen a movie or game touch on Denmark during WW2. This setting combined with a civilian perspective was fascinating to me. Despite knowing almost nothing prior, I was able to play the game without issue, and learn along the way.


Gameplay
Gerda: A Flame in Winter is described by the on the store page as “A story-driven RPG lite,” but I feel it more closely resembles narrative, choice-based games such as the Telltale franchise, just with much heavier themes.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3013293173

The main gameplay is making decisions during dialogue, or choosing what actions to spend your time on. Players control Gerda typically from a top down perspective and click on interactive spots around the scene. Through exploration, different useful items can be found which may prove useful or even life-saving in later situations.

Most areas cannot be searched extensively, as there is a timer on the top-right of the screen. For example, there may be limited time before dinner is served, and every action you take, or object you inspect will take up time. Once you have interacted with enough items, effectively progressing the time, dinner will be served, and you will be locked out of further exploration. Similarly, this also happens with other scenarios such as when you need to be quiet. Make too much noise, and you will be locked out from searching. Players must be careful to make thoughtful decisions, as there is not enough time to visit all locations, and many different people will request Gerda’s help.

Mini History Lessons
Similar to games such as Attentat 1942, there are small optional articles of text to read that explain specific concepts or terms in relation to the war. They are always first mentioned in the game, and then can be further explained by reading the article. I really enjoyed this, as it allowed me to gain a full understanding of all topics covered and learn about history in an interactive manner.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3013293132

Choices, Character & Faction Relationships
Interactions with characters will impact Gerda’s relationship with not only them, but whole factions. Having a good relationship with someone is key to gaining their trust, and this will be important in the future if Gerda needs their help. Navigating this social and political minefield can be tough, and it is impossible to appease everyone. Help a German soldier to improve your character relations with them, and perhaps some German officials, but this will impact negatively with the Danish. Words must be carefully chosen, but sometimes, it may be better to say nothing at all. Gerda also earns personality skill points by reflecting in her diary on her thoughts. These skill points can be used to improve outcomes and sway characters to your will. Whilst I enjoyed this approach, it felt odd wrongly choosing descriptive thoughts in the diary, only to be granted a useful point that I am lacking.

Due to the sheer number of decisions to be made, it felt like any choices I made did have weight to them. Characters which I did not indulge, suffered or died. Others were not so simply categorised and were impacted by numerous decisions. Despite the severity of Gerda’s actions, it never felt like she was in danger, only everyone else around her was. Despite her going behind the Nazis’ backs, having a husband accused of being in the Resistance, smuggling and stealing goods etc etc. Only those around her seemed to suffer, which I understand is the point of the game, but it did make her character feel a bit superior or untouchable.



Visuals & Sound
The game has a rather unique visual style and reminded me of water colour art, but very muddy and muted. Admittedly, I do not personally like this style, but I did get used to it. Whilst it may not be my personal preference, its dreary, undetailed strokes do mimic the lifeless, controlled setting well.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3013293194

Perhaps the most lacking department of the game is the audio, particularly void of voice actors. Understandably, I can only assume there may not have been a big enough budget for them, but they would prove beneficial to help express the many emotions prevalent throughout the game, particularly the turmoil and passion that comes with war. Even so, reading the speech bubbles did suffice perfectly fine, but does not help the story reach its full potential.


Technical & Stats
This game was played using mouse only, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Bugs: I did have to restart twice after finishing conversations as I was unable to move.

Playtime: Approx. 8 hours.

Controller Recommended? No

Replayability value: Yes – plenty of choices to make that influence the game as a whole.


Conclusion
Gerda: A Flame in Winter is an interesting narrative game that lets players shape the outcome of events whilst simultaneously providing an educational experience and insight into WW2. The unique choice of Denmark as the setting and Gerda as the protagonist help make it both a unique and memorable adventure. The choices are harsh, and the entire game is melancholic, but its rational decision-based gameplay kept me engrossed from beginning to end.

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Skrevet: 1. august 2023. Sidst redigeret: 1. august 2023.
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Repella Fella is a fully animated, authentically Australian point and click game made by a solo developer. It is the spiritual successor to the “Ray” series and whilst I have not heard of this series, Repella Fella has the most accurate and most humorous representation of Australia that I have seen in videogames. With its absurd wit, obscenity, bizarre story and use of Australian references, I was blown away by the pure detail in every single scene or animation.


Pros
  • Plethora of choices to make that DO mater
  • Authentically Australian in every way, shape or form
  • Crude & eccentric humour
  • Excellent voice acting across the large cast
  • Extremely unique premise & story
Cons
  • No chapter select

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Story
Before diving into Repella Fella, I knew the game was a satirical take on Australia, and as an Australian born in a rural area, I thought I was ready for the jokes. Most comedic takes on Australia all share certain stereotypes, but the humour in this game is so spot on, that it far surpassed any expectations I had. The references are embedded into everything, from the red Australia Post boxes, the highway signs, curlywurly’s, the insults, you name it. It is there. I have never encountered such a genuinely hilarious Australian game, but I do doubt most jokes could be properly appreciated by non-Australians, or those who lack understanding of our err …“culture.” The game is extremely vulgar, and as Aussies do, the C-bomb is dropped repeatedly, and the actions characters take are brutal. It was difficult to find a dialogue scene for a screenshot in this review that would be seen as acceptable. This is not title that will appeal to a wider audience, but for those looking for a bloody ripper of an Australian game, enjoy some Aussie banter and references, pull ya ****** head in, grab a cold one and give it a go. Translation: I recommend it!

https://sp.zhabite.com/sharedfiles/filedetails/?id=3012109783

There are three separate playable characters, each with their own story. It is set in the future, in a post-apocalyptic New South Wales, Australia. Russians have bombed Sydney and taken over the state. The wildlife have gone rogue and it is up to the three characters to fight their way through their problems, but be careful, make the wrong choice and they will die. This story and setting felt like such a hilarious mismatch that it worked brilliantly. Fight killer drop bears (koalas), move a talking wombat out of the way and find a church devoted to pavlovas. The story is a wild ride, but one I very much enjoyed and was saddened when it abruptly ended. Due to the number of different choices available to players, there is a surplus of content to discover that can only be seen by completing subsequent playthroughs.


Gameplay
Repella Fella is filled with animated cutscenes and can feel more like watching a movie at some points. However, there are large point & click segments where players must explore the area to complete objectives. Choices are made throughout the game and are often directly impacted by how well the areas were explored. Finding different items will unlock different choices in upcoming decisions. Some choices will also lead to an automatic death, and the game will typically make fun of you for making a silly choice. There is no real consequence to dying as you will spawn back, but deaths will contribute to your score given at the end of the game. There are also a handful of minigames such as lockpicking or hacking. Both are very simple, but help add to the games diversity.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3011175243

I said this earlier, but the game is brutal. Choose to stab someone in the eye repeatedly, throw them off a train or smash their head. There is generally no “peaceful” option for many of the choices. There are also 2 different types of playthroughs, one with “the internaliser” or added strength. Both methods completely change the choices available, outcomes and the ending. With approximately 3 or more different solutions per problem, the game encourages replays and creativity. However, there are no chapter selects or multiple save slots, meaning the whole game must be repeated again. Fortunately, cutscenes can be easily skipped so replays would be much quicker to complete.


Visuals & Sound
Repella Fella features very detailed, fully animated scenes where every single object can be commented on by the narrator. Knowing the entirety of this cinematic-heavy game was completed by one individual is awe-inspiring. It reminded me of flash games from the 2000’s era, but were remarkably detailed.

Every character is voiced and there is a cast of over 90 actors. The developer himself also voices one of the main protagonists. The Aussie accents are “fair dinkum” and “sweet as” (translation: genuine and good). Putting the slang aside for a moment, it was extremely refreshing to hear these authentic accents, not overdone, under or over-pronounced, but just right. Furthermore, not only were the voices genuine, but they were pretty darn good.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3012110408


Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10
I experienced no bugs or issues in my playthrough

Playtime: 7 hours.

Controller Recommended? No.

Replayability value: Yes, there are ample different choices to make.

Conclusion
Repella Fella is a true blue Australian game that features copious unique ideas that I had not encountered before. It took over 6 years to create and it is clear how much effort Misadventurous put into it. With fantastic voice actors, hilarious crude humour, a wacky story and a plethora of different choices that matter, I highly recommend this game. I hope it gets the support needed for the sequel that was teased, as there is Buckley’s chance that I’ll miss it.

Review copy kindly provided by developers for Summit Reviews
Skrevet: 30. juli 2023. Sidst redigeret: 30. juli 2023.
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Unholy is dominantly, a stealth game that features horror aspects and light exploration whilst telling its narrative. Unfortunately, it misses its mark in all facets and became a drudgery to complete. The few redeeming highlights of the game are quickly buried beneath its myriad of troubles. In Unholy’s current stage, particularly at its given price of $AU43.95, I cannot recommend it.

Pros
  • Decent indoor environments
  • Versatile weaponry
  • Unique methods of killing ememies, or the option to sneak past them
Cons
  • Immense technical & performance issues
  • Awful voice acting
  • Expressionless, awkward characters
  • Overall clunky gameplay
  • Cliched story
  • Uncomfortable, unresponsive controls
  • Enemies frequently become stuck in walls
  • Final boss is especially buggy

If you would like to see more reviews written by me, please follow my curator page and help support my work Cookie Reviews.

Story
The story is set in a post-soviet Eastern European town which is brutally ruled by an oppressive and malevolent religious cult. Players take on the role of Dorothea, a member of this cult-like society and mother to a young boy. Her child is taken from her by the leader of the cult, and the game centres around her mission to single-handedly rescue him, mixing between the real world and an alternate hellish universe.

This story felt unimaginative and is something I have seen frequently. It tries to focus on a mother’s love for her child, and her willingness to do whatever it takes for them. The problem with this is… players were never made to feel anything for either of these two characters, instead, we are met with some of the most cringe-worthy lines of the protagonist shouting “I am NOT just a woman, I am a mother!” Despite the lacking story, it is by far, not Unholy’s weakest component.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3009159364&tscn=1690258681

Gameplay
On the Steam store page, Unholy is described as a blend of genres, with exploration, stealth, combat and puzzles. Exploration is generally rather linear, ammo for your weapon can be found, and minimal collectables, but that is about all. Objects are scattered quite literally in plain sight, thus not requiring any diligent searching. Puzzles are exceptionally simple, typically able to be brute forced by randomly clicking things, or simply looking at the solution that is on the puzzle itself. Examples include matching symbols on a chest (twice) where the answers are right there in front of you. Or turning on power by pulling a lever, then running back to manually adjust the equipment, then running back to pull a lever again. I kept waiting for something I would consider to be an actual puzzle; however, it never came.

Combat & Enemy Design
There are three basic enemy types in the game, with guards, hunters and general infected. Each are the same, in that if they see you, they will chase you. Take two hits and you will die. Hunters can only be seen while using a specific mask, which originally, I found interesting, but eventually becomes a huge hassle. Awkwardly shifting through 4 different masks with frustrating controls is not scary. In fairness, whilst the puzzles were abysmal, I did like the ideas on the method of killing enemies, which could be considered a puzzle. Enemies must be lured to specific electrical objects which can then be shot and will explode on all enemies within that radius, killing them. This was a great idea and allows more thought on how to use the equipment provided to players. The weapon you have is a fancy slingshot, which can be equipped with different ammunition crystals that will all cause different impacts. Ammo is plentiful and can be used to lure enemies to a specific spot, create a fog shield to obscure their vision, or can be used directly on them to stun them. These concepts are interesting, but poorly executed with an overabundance of controls that I will explain later. To add to this, most enemies just get stuck walking into walls, on invisible objects, or are unable to traverse stairs to reach you. When I was being chased, if I just hid in a locker (right in front of the enemy, who is standing behind me), they will function as if they never saw me and walk away.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3009160362

Awkward controls
Keeping this brief, but throughout the game players will discover masks to use. Each mask bestows different abilities such as being able to breathe better in toxic gas, or to see Hunters. Each mask gives a different filter to the game, such as a hazy blue or green and made me feel nauseous. They are equipped with numbers 1-4.. but add this to the 4 different ammo types and you will find it extremely awkward, constantly trying to shift through different masks and switch ammo simultaneously, all while being chased.


Bugs & Issues
To summarise *some* of the bugs I encountered, I have made a list.
Stuttering of lights, missing textures, lag when rotating the camera, unresponsive controls (particularly when trying to quickly equip the slingshot), mouse sensitivity is extremely slow, even when placed on maximum (seemed to only happen when examining things or doing puzzles). Audio issues with the characters weeping/heavy breathing staying on repeat, even when the scene had passed. Enemies continually becoming stuck in walls, 2x crashes during cutscenes, severe FPS drops in later sections (120FPS down to 20-40) and was quite unstable. Falling through almost every elevator only to be randomly transported to the top and become stuck in the floor. Sometimes no toxicity meter would show up in the gas sections, resulting in me having to guess when I would die. Sometimes it randomly reset itself even if I was still in the gas, other times it wouldn’t. The final boss is atrocious. His lightning clips through all objects including stone barriers, automatically killing you. The number of times I had to restart due to this, and have to listen to him call me a worm, actually became entertaining. Overall, the game is exceptionally clunky with some of the worst AI I have seen in Indie’s at this price. For a game relying on its stealth sections, these will irrevocably damage player experience.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3009160857

Visuals & Sound
Most environments were rather impressive, but were letdown by all of the technical issues mentioned above. Characters look very stiff and are badly lip synced.

Audio is also a letdown, alongside the aforementioned issues, the voice acting of the protagonist is …bad. I found it to be similar to HOG games I have played, and that is unfortunately not a good comparison. I would have preferred to have played this in the developers’ native language as the result was extremely distracting, over-acted and uncomfortable, at least for me, as a native English speaker.


Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Playtime: 6-7 hours

Conclusion
Unholy is riddled with bugs and whilst they are not game-breaking, they make it a slog to complete. Combining this with extremely poor AI in a stealth-orientated game just does not make this enjoyable. I wanted to like this game and consider myself somewhat of a connoisseur of Indie horrors on Steam, but I cannot recommend Unholy.

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Skrevet: 25. juli 2023.
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Sticky Business is an utterly adorable, relaxing, and addictive game about operating a sticker shop. Everything about it is astonishingly wholesome and although its gameplay eventually becomes monotonous, the positives far outweigh the negatives. Despite its theme occupying somewhat of a niche corner, there is a lot of fun to be had, and I hope to see a sequel, or DLC in the near future.

Pros
  • Wholesome aesthetic
  • Addictive & easy gameplay
  • Every small task is made fun & with adorable animations
  • A range of brief, generally uplifting stories for each customer.
  • Encourages creativity, but does not shun those who lack it
Cons
  • Monotonous achievements involving intense grinding to buy all upgrades/stickers
  • The simple premise loses its spark after a few hours, providing no longevity

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Gameplay
Sticky Business encompasses such a simplified concept, yet I have not seen anything even remotely similar done so masterfully. Despite its slightly suspicious sounding name, the game is the definition of everything CUTE. It encourages inclusivity, wholesomeness and of course, a love of stickers.

There is no main story, but there are mini stories told through short paragraphs on returning customers. Gameplay is all about managing your very own sticker shop. Buy stickers from an enormous, ever-growing collection. Design your own sticker by combining designs from a monumental collection to create something truly unique. Print your stickers, customise your online shop and of course, pack and post the sticker orders! Every task you do takes up time. Once the day is over, you will be forced to sleep and start the next day. I never felt any time pressure and never experienced a late order, however if this concept sounds worrying to you, there is also an option to make the day speed “limitless.”

https://sp.zhabite.com/sharedfiles/filedetails/?id=3008662706

Sticky Business’s interface is exceptionally user-friendly and extremely easy to navigate. Not to mention that every click feels like a hit of dopamine with a cuteness overload of colours and animations. This is difficult to explain, but even printing stickers made me feel so accomplished, the matching ding sound only added to this. Making these mundane tasks fun and addictive is a success on its own. Pack the orders how you see fit. Upgrade your packing paper and filling to confetti colours, polka dots or your favourite colour. Add in a freebie sticker or sweet to make that customers day. Pack the stickers and send it off with a click. Earn money and hearts from successful orders to buy more upgrades. Add more slots to your online shop, buy different sticker paper to print stickers on, new designs and so much more.


Fulfilling customer orders
Customers will order specific sticker designs based on what is available in your online shop. Some clients will be connected to one of the branching stories and their order will come with a small bubble of text to read. The text typically relates to their personal situation and why they are ordering the stickers. It often will also reference a request for more stickers from a different theme, such as dinosaurs, space, animals or so forth. Creating stickers that encompass these themes will allow that character’s story to progress, and they will come back the next day or so, purchasing those new stickers, and with the next section of their story to read. All conversations are kept within easy reach and can be re-read at any time.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3008099291

As aforementioned, one of my favourite elements about the game is its promotion of creativity, to make unique, artsy designs, yet it is also OK if you do not… and the game will not punish you. Want to chuck three types of stickers together and call it a day? You can! Want to create the most perfect bouquet of flowers, with a matching starry background where every colour perfectly compliments each other and the angle of each sticker is flawlessly identical? You can! I would not call myself a creative person, but I adore this game. After seeing some of the examples of stickers from other players, I realised the games true potential. Works of art can be produced here, but if that is not your style, that is fine too. The stories progress based on the *types* of stickers used, not how cleverly you place them together. Of course, thoughtfulness and effort is encouraged, given the pure arrangement of stickers to choose from, but it is nice that progression is not restricted to this.

Monotonous gameplay and lack of longevity
The noticeable downside to this game’s simple premise, is this. The gameplay does become rather stale when repeated, which is to be expected with a game of this nature. My main gripe is the grindy achievements that force this. If you do not care for achievements, the four or so hours of gameplay will likely satisfy you, but for completionists, the achievements can turn this fun game into a bit of a slog. Even for those not interested in achievements, after the main stories are completed, you have most likely upgraded everything to perfection, and without new character stories coming in, there is little to keep you interested. Given the very reasonable price of $AU14.50, I believe this to be a fair trade off, well-worth the enjoyment I had. But for those looking for more of a long-term game, it is important to be aware of.


Visuals & Sound
Visuals are bright, blocky, and reminded me of the Myspace era. The overabundance of vibrant colour is an attack on the eyes, but in the best way possible. Stickers are obnoxiously cute and ooze the cozy games aesthetic.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3008099577

The backing audio is nothing unique, but helps create a relaxing environment. Despite this sounding trivial, those dopamine-giving dings and clicks I described earlier also play a vital role in the game and help make every task an absolute joy to complete.


Playtime: 4 hours (I 100% completed all stories, but not the completionists achievements).

Controller Recommended? No

Replayability value: Not really.

Conclusion
Sticky Business is a reminder that even the most simple-sounding premise can provide pure entertainment – if done correctly. It is a testament for the many simulation-based games that have not been able to master such a niche theme. This is not a game that will appeal to the masses, but if anything you have read in my review even somewhat intrigues you, you are likely to enjoy this game and I encourage you to give it a try.

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Skrevet: 23. juli 2023. Sidst redigeret: 23. juli 2023.
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OPUS: Echo of Starsong is not only the latest narrative-adventure game in the OPUS series, but it is the most ambitious yet. Developers SIGONO INC have mastered the ability to share heartfelt, emotional experiences through story-driven games and this one surpasses even their previous projects. Fellow narrative enthusiasts, this is what I consider to be, one of the best.


Pros
  • Immense game lore
  • Varied gameplay
  • Light puzzles and resource management
  • Large galaxy to explore
  • Phenomenal soundtrack
  • Heartfelt story & characters
  • Quality voice actors
  • Bonus content of developer voice memos
Cons
  • Lack of a chapter select / manual saving

Story
Note:One of OPUS’ games most renowned features are of course, their story, and due to this, I will be vague in discussing the narrative to remain spoiler free.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3004756353

Set in the solar system of Thousand Peaks, the game centres around two protagonists, Jun and Eda. Both are from different walks of life, but together they are able to use their differences to complete their goal. Travelling around on their ship, they search for a much sought after resource called lumen. In the recent past, lumen was the reason for many wars, and the death of many civilisations. Not only this, but certain people called “witches” were conscripted in the war, due to their innate ability to seek it out, and now are looked down upon for their past involvements. There are so many different elements to the story that it is rather complicated to surmise, however the developers do a brilliant job of simplifying as much as possible, without sacrificing their creativity by making extra game lore accessible to those who search for it.

A chance encounter brings the two protagonists together, and everything develops from there. The story is remarkably beautiful, melancholic, and thrilling all at the same time. Considerable effort has gone into creating these characters, developing their backstories and truly bringing them to life. Despite the game being predominantly a visual novel, there is an abundance of unspoken words between the characters that is only known due to the excellent writing. Once more is known about their pasts and seeing their memories, suddenly their current actions and attitudes towards one another fall into place. This happens without overly simple player-handholding and overexplaining, but occurs naturally.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3004755125


Gameplay
Being a visual novel, there is plenty of text to read, from the characters conversations, to the item descriptions and other story building lore. However, Echo of Starsong does not just stick to this method of storytelling. Instead, it mixes up gameplay with unique audio puzzles, space minigames, resource management, ship upgrades, and even side-scrolling exploration. Whilst the game relies on autosaving, I did wish to be able to travel back to specific chapters to further explore the area, but was not able to do so. I can only assume that there is no manual saving or chapter select to push players to experience the story as a cohesive one, playing only bits and pieces takes away from the goal of the game. However, a chapter select still would have been a nice addition once the game is completed.

Majority of the time is spent in The Red Chamber, Eda’s vessel. This ship is used to explore the galaxy by visiting asteroids, other factions or settlements to gather lumen and other resources. Travelling to different locations uses fuel, which there is a limited supply of. It can be bought from various vendors, as can other much needed equipment such as armour plates. Sometimes, during exploration there are moments of conflict, where players must make a choice. The choices are often balanced on a difficulty scale, and the outcome will depend on how much acquired luck you have. For instance, if trying to mimic another communication signal, and the set difficulty is 7, but that characters luck is only up to 10, this will be a difficult encounter to win as odds are not in your favour. Upon failing, typically armour plates are lost, and you will need to repurchase these at the next vendor. However in the most extreme circumstances it could also result in death. These encounters were so much fun, and it further made exploration all the more enjoyable, searching for items to influence luck for each character. Despite the simplicity of the design, which is ultimately just clicking on unexplored dots on a map to travel there, it felt much more exciting, not knowing what is going to happen along the way. Will something stop you? Will you make the wrong choice? Is luck in your favour?

https://sp.zhabite.com/sharedfiles/filedetails/?id=3005237974

Secondly, another major element in the game is exploring caves (asteroids) with Jun. He can pick up plants to sell, find memories which further add to the ever-expanding game lore and it is also where most of the puzzles take place. Similar to the resource management/exploration side of the game, the puzzles are not difficult. They are purposefully simple to keep the game accessible to a broad range of players, but this does not mean they are boring, either. All puzzles are unique and audio based, which are actually able to be completed without using your eyes.


Visuals & Sound
Almost identical to the previous games, Echo of Starsong has anime-style visuals and some impressive landscapes in space. Indoor environments are not extremely detailed, but fit the style of the game well.

The absolute standout feature of the game, and what brings the story to a swell of emotion, is the unforgettable soundtrack and impressive voice acting (I played with Japanese VO). All throughout the game it is extraordinary, through the witches singing, the pivotal moments of tension, and of course, the ending. Without this dramatic, but profound audio, the story would not have the hard-hitting impact in which it achieves.


Technical & Stats
This game was played using a controller, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10
Playtime: 10 hours

Controller Recommended? Yes

Replayability value: For achievement hunters / completionists only.


Conclusion
OPUS: Echo of Starsong is a remarkable narrative-adventure, well-deserving of its many accolades and achievements. The tremendous effort and creativity in constructing the elaborate world is jaw-dropping. The narrative embodies the developer’s goal of creating unique, heartfelt experiences, without excessively pushing themes onto players. Instead, it encourages genuine emotions through magnificent writing, soundtrack, and a brilliant overall game design.

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Skrevet: 16. juli 2023. Sidst redigeret: 16. juli 2023.
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Pekoe is an adorable simulation title where your entire goal is to meet and befriend the cat townsfolk, make tea, and decorate your very own teahouse. Yet, despite this cute premise, the game is very barebones, with little direction and before long, there is nothing to do. It is still in Early Access (EA) and developers Kitten Cup Studio have been highly active in responding to player feedback and releasing bug patches, but at its current price and lack of content, I cannot recommend it.

Pros
  • Adorable wholesome aesthetic with cats
  • Varied characters to talk to
Cons
  • Complete lack of direction
  • Very little tea making
  • Repeated dialogue conversations
  • No tasks to do after day 1?
  • Off-putting dialogue audio
  • Ample bugs (note that developers have been continuously releasing bug patches since release)

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Story
The game is set in the small town of Pekoe, a town known for its teahouses and friendly feline population. As Pekoe's newest resident and new owner of a teahouse, players will begin learning how to operate it and how to make tea. Following the selection of the character’s name and title of your new teahouse, the game leaves you to do as you please.

The main story seems to allude to the mystery of your newly acquired and very run-down teahouse. The last owner had passed away, and the teahouse was left in a derelict state, but a letter is found that confuses everyone. However, after finding this letter, it was only mentioned once and then never again. I assume this will be further expanded on once new updates and content are released.


Gameplay
I adore the premise behind Pekoe and was excited to delve into a wholesome world of cats and fulfil different tea orders. However, the reality of Pekoe’s gameplay very much differed to what I thought the game was. This is not necessarily bad, but the lack of things to do made my whole experience feel dull and lacklustre. After playing for around one hour, I had seemingly already witnessed the current story and all tasks available. I thought I must be missing something, as the game seldom properly explains mechanics, but after seeing most reviews also only having 1-3 hours playtime, I am now not so sure.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3003026948

Players are given a simple checklist of activities to do after learning how to make tea and getting a tour of the town. The first real task is to meet all the characters. There are around 10 different cats to meet, and they all generally reside in their own teahouses. They each have their own detailed schedules, and after meeting them, it is easy to tell their whereabouts from our handy journal. Most residents will teach players about a new ingredient to make tea with, but I had unnecessary difficulties trying to find some residents that were no where to be found. Given this was my one and only task, I felt there was nothing else to do. Barely anyone was coming to my teahouse, and when trying to interact with other characters, I was met with the exact same repeated dialogue. After discovering that I should be going to sleep and starting a new day (despite no ingame prompt), sometimes a new conversation would sprout, but never any new tasks. This same character would continue coming back to my teahouse but would only ever say the same thing. I played for 5 ingame days and had 550 tea points. I believe tea points are acquired from making tea and building friendships, but I am not clear of their purpose. Perhaps it is a metric of the game to show progression, but this is a guess.

Making tea
The actual method of making tea was quite fun, and I enjoyed all the different, but basic steps that went into it. Fill the kettle with water, boil the kettle, add a teabag of your choice, or loose leaves and use an infuser. Add some extras in, stir the cup and then serve it to the customer. Customers will ask for vague requirements such as “something sweet” or “something hot” and were very easy to cater towards. However, I barely learned of any new recipes and only now after reading others comments, I believe I was supposed to experiment with tea ingredients myself and make tea on my own to expand my recipes. Unfortunately, this was not clear to me from the games instructions, and I went on a loop of making the same things repeatedly that the customers asked for. Furthermore, without any new tasks to do, I felt very lost and started buying random ingredients from stores without fully understanding what they are.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3002154878

After a customer comes in with their order, a little mug icon will show above your teahouse on the map, signalling that a customer is there. It is easy to miss, but after selecting their order, you choose the ingredients and equipment needed. I very much wanted to use my coins to purchase different tea sets, but this did not seem possible, I had to wait to be gifted specific items. Hopefully in later versions there will be a store of equipment to purchase from.



Visuals & Sound
Visually, Pekoe is gorgeous with all the different cats and soft pastel colour scheme. Everything about it gives a very cozy and wholesome feel, perfectly matching the relaxed and cute gameplay style.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3003026894

On the other hand, the audio I found to be rather grating. This is a personal preference, but I found the dialogue sounds of the cats to be hard to listen to. They all make a garbled mixed sounds deviating from a “meow.” The sound is very harsh, does not flow at all and sounds the same. Understandably, it is not a real language, but their sounds are so off-putting I had to mute them.


Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10
Bugs: Most severe bugs have already been patched extremely quickly; however, I am not sure if the lack of customers is also a glitch. Characters repeatedly come to the teahouse saying the same thing, and the physics of moving the spoon can be difficult to control, often becoming stuck in the table.


Playtime: At its current state, perhaps a few hours. It is dependent if you wish to wait lengthy periods for customers to arrive at your teashop, as there are little directed tasks.

Controller Recommended? No

Replayability value: In its current state, no. However, it has great potential for this once more content is released.


Conclusion
I had high hopes for Pekoe. I love cute things, pastel colours, casual/simulation games, cats, and yet, I do not like Pekoe…A game that encompasses each of these things. Despite this, I see great potential as it has the basic foundations for an addictive and cozy tea-making sim, but just has little to offer players in its current state. Developers Kitten Cup Studio seem very passionate about their project and are endeavouring to continue releasing updates, responding to player feedback, and improving their game which is fantastic to see, and the reason why I still believe Pekoe can be a success in its full release. But for now, at its current price of $AU26.50 and for what it offers, I would recommend waiting for further updates before purchasing.

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Skrevet: 12. juli 2023.
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Amnesia: The Bunker is Frictional Games’ latest addition to the Amnesia franchise. Despite its large differences to earlier titles and short length, this is a fantastic, immersive game which has much to offer fans of survival horror. The constant looming threat and high tensions are now combined with a time constraint, creating an exceptionally unique balance of dread.


Pros
  • Terrifying atmosphere & tension
  • Randomised codes and Beast encounters
  • Multiple solutions to problems
  • Unique setting of a WWI bunker
  • Varied resources to find which all have positive & negative consequences
  • Physics-based interactions done right
Cons
  • Very short, 4-6 hours for one playthrough
  • Haphazard ending arena

https://sp.zhabite.com/sharedfiles/filedetails/?id=2999934781

Story
You play as Henri Clément, a French WWI soldier. The game begins trudging through trenches, aided by your fellow soldiers, hearing the sounds of war surrounding you. Gunfire, screaming and dead bodies are what Henri is used to, but he will soon be in a place of indescribable terrors, far from the battlefield. After this introduction, Henri finds himself trapped in a bunker, blocked in by rubble. In this bunker, things are terrifyingly quiet. Isolation sets in, but he realises he is not alone. He is being hunted, but not by his nation’s common enemy, but by something inhuman. To escape, Henri must fight through the darkness to clear his one exit out of the bunker. Alone and with limited resources, this is far from easy, relying only on his wits to survive this pit from hell.


Gameplay
Similar to Amnesia: The Dark Descent, players must explore an interconnected area for items to use. Items that will further unlock different sections of the bunker, leading to the main quest of retrieving dynamite and a detonator to clear the rubble. The game also uses physics-based interactions with objects and would certainly not feel like an Amnesia game without it! Open drawers by holding and dragging M1, throw objects with right click and so forth. There is a map accessible only from the Administration room (safe room) which also includes a saving point and the generator. After I had cleared an area rife with danger, I was high-tailing it back to the Admin room to save. Thus, there is a large amount of backtracking if you wish to save regularly and keep the lights on. Items can be combined and crafted, but inventory slots are limited, similar to Resident Evil style, and inventory management is a must. Whilst there is a storage locker, I had filled this to the brim with fuel and found dumping it on the floor in the room also worked. Different useful equipment can be found including flares, grenades, bolt cutters and even a shotgun. Rats also pose a threat, but can be killed, distracted or scared away by many different means. Find dogtags of the dead soldiers to open lockers to access even more handy resources too.

https://sp.zhabite.com/sharedfiles/filedetails/?id=2999934490

The Generator: Keeping light on
An interesting addition to the game is this generator. The generator requires ample fuel, and if it runs out of fuel – no lights in the bunker. If this happens, you will have to rely on your very abysmal manual flashlight that also happens to be rather noisy and will attract the Beast. This constant sense of dread and time pressure felt rather well done, but inherently stressful. I was searching everywhere to find fuel, ensuring my-already-limited inventory was always stacked with it, so I can place it in storage when I make my way to the Administration room. The fuel does run out rather quickly, but I found so much of it that this was not an issue. Furthermore, the feeling of time pressure also made me move faster, no dilly-dallying around in this bunker! This was both good and bad, as it had the intended response of causing high stress and tension, but also meant I did not want to explore as much due to being too concerned about losing light.

The Monster: How can it be scary, I have a gun!?
Perhaps the biggest difference in comparison with earlier Amnesia’s is that players have a weapon. This was the most exciting revelation from the trailer and after completing the game, I absolutely love how the weapon seamlessly blended into the gameplay. Henri is a soldier, so he does have his revolver, but he enters the bunker with only one bullet left, and finding other bullets is extremely scarce. The gun can be used to shoot padlocks, open cabinets etc. However, doing so will typically result in the monster hearing you fire, and it will come running. Shoot it, and it may cower or run away – the first time. Subsequent firings seem to do less and less damage to it, effectively wasting your ammo and getting you killed. One of the scariest elements in the game is that there is little explained to you. Players are encouraged to experiment and explore different methods of problem solving. Think a door looks flimsy, but it won’t open? Throw something heavy at it, or try and find the key. Making loud sounds are a sure way to attract the Beast, so be ready. Henri can run surprisingly fast, and with the twist and turns of the bunker, it was relatively easy to lose the beast and hide somewhere, waiting for it to enter back into the walls. Earlier I mentioned high-tailing it back to the safety of the Administration Room, but this too has its dangers. Run haphazardly (especially without light) and you may just run into a trap set by the now deceased soldiers. Tripwires are placed sporadically throughout the bunker and may kill you on impact, or just create a lot of noise, further attracting the monster to your location (and further raising your heartbeat!)


Visuals & Sound
Amnesia: The Bunker looks gorgeous, in the most dreadful, depressing way possible. Light is brilliantly scarce, even the slightest flicker was enough to make me nervous. The original Amnesia influence is ever present. Henri’s vision becomes blurry and shaky if he looks at the monster and the red ripples at the edges of the screen start moving.

https://sp.zhabite.com/sharedfiles/filedetails/?id=2999934666

Sound design follows suit and is the biggest creator of the tension. Henri is alone, meaning each and every sound could be the monster. It comes out of holes in the walls, and often I would happily open a door and rush in, only to see it slowly emerging from the wall. The audio swells and will collide if it spots you, beginning chase. The game does not rely on jumpscares or even these chase sequences, instead it is dependent on its immersive, frightening world.


Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Playtime: 4.5 hours.

Controller Recommended? No.

Replayability value: Yes, as codes/encounters are randomised. Developers state “no two playthroughs are the same.”


Conclusion
Amnesia: The Bunker is a fantastic next step for the series. Managing to modernise mechanics and graphics, whilst adding in exciting new additions such as weapons. Yet, it does not lose its original inspiration and is still very much, an Amnesia game. The dynamic monster, high tensions and non-linear approach to problem solving are just some highlights of the game. Although it is much shorter than I would have liked, the quality is remarkable, and I will be sure to venture into the bunker for subsequent playthroughs.

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Skrevet: 6. juli 2023.
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